Hero's Quest: So You Want To Be A Hero - Walkthrough/FAQ

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| S O Y O U W A N T T O B E A H E R O |
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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42@yahoo.com
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Table of Contents
1. Introduction
2. The Story So Far
3. Getting Started
A. The Classes
B. Character Statistics
C. Magic Spells
D. Surviving in this Crazy World
4. Spielburg Valley
A. Map and Points of Interest
B. Characters
C. Monsters
D. Items
5. Fighter Walkthrough
6. Magic User Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
A. FAQ
B. Point List
C. Ways to Die
D. Conversation Topics
E. Debug Mode
10. Standard Guide Stuff
A. Legal
B. E-mail Guidelines
C. Credits
D. Version Updates
E. The Final Word
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1. Introduction
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy
about the series. The greatest thing about the series is the well-done
connection between RPG and the classic Sierra graphic adventure. Unlike
most other of Sierra's adventures, the Quest for Glory series has more
non-linear elements. The combat, the spells, the loot, and the silly
puns and jokes all make for a great adventure.
In this, the first out of five in the series, our nameless hero (well,
you name him) enters the Valley of Spielburg to prove himself. This is
by far the simplest of the five games, but there are still some
head-scratchers for puzzles.
Note: This FAQ is for the EGA version. If you have any questions about
the VGA version, check the FAQ section down in Miscellany, where I
cover some known EGA/VGA differences.
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2. The Story So Far
Since this is the first game in the series, there's not much backstory.
Our hero, who's at this point just a mere adventurer, leaves his home
town of Willowsby to prove himself as a bonafide hero. He notices, in
his home Adventurer's Guild, a notice for a Hero wanted in Spielburg
Valley. What looked particularly good to him was the "No Experience
Necessary" tag added. With that, he set off for Spielburg, and certain
adventure.
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3. Getting Started
---
A. The Classes
Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of
course, but some have harder times at survival than others...
The Fighter
Swinger of Swords, Basher of Barriers, Head of Thickness, the Fighter is
by far the simplest and most straightforward character. He solves his
problems with the edge of his blade and can handle almost any monster
that crosses his path, with a little practice.
Starting Stats:
Strength: 25
Intelligence: 10
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 20
Parry: 15
Dodge: 10
Throwing: 10
The Magic User
While not the strongest of the characters, there is much that is capable
by the Magic User. He can weave spells that can do things the other
classes couldn't even hope to do with only the power of his mind.
Choose the Magic User if you like to dabble in the arcane.
Starting Stats:
Strength: 10
Intelligence: 25
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 10
Dodge: 15
Magic: 25
The Thief
My favorite class, the Thief always has to be the most ingenious of the
classes. While the Fighter can just muscle his way through things, and
the Magic User can utilize any of the spells at his command, the Thief
is required to improvise. And, of course, there's always the
opportunity to add to one's wallet.
As a Thief, you should know about the basic tools of survival. The
best help you can get is from your fellow Thieves. Of course, no one
goes about asking where Thieves are, so a simple method of contact was
developed: The Thief Sign. Simply "make the thief sign" whenever you
suspect someone is a Thief and they'll respond in kind, and may offer
you some aid, or at least directions to the nearest Thieves' Guild...
Starting Stats:
Strength: 10
Intelligence: 15
Agility: 25
Vitality: 10
Luck: 10
Weapon Use: 10
Dodge: 5
Stealth: 10
Lockpicking: 10
Throwing: 5
Climbing: 5
Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 50 points, which you
can distribute to your skills in five-point increments.
If you want to add five points to a skill that your class doesn't
normally have, you can do so, but you'll have to spend fifteen points
for the first five. In this manner, you can give yourself three skills
that you could not normally have.
Speaking of creating hybrids, I personally don't like it, for every
class can reach 500 Puzzle Points, and if you want to do particular
acts, just use that class. Of course, if you like being able to cast
spells while sneaking around the Thieves Guild, go right ahead...
---
B. Character Statistics
Any time you press CTRL+S, you'll bring up your Character Screen, where
you can observe how your stats change. Here are all the stats and how
to increase them. Every stat maxes out at 100.
Attributes (Basic Stuff) -
Strength: Your physical prowess, Strength determines how hard you can
hit, how well you can muscle your way through things, and how much you
can carry. Strength is the most useful for the Fighter, since he
spends most of his time using his muscles. Strength also determines
how many Health Points you have.
- You can increase Strength through physical exercise and through combat
(particularly by striking).
Intelligence: How smart youse is. Intelligence is most useful for
Wizards. Not only does it determine how effective spells are, but also
factors directly to Mana Points.
- You can increase Intelligence by casting spells, learning things,
solving puzzles, or making good moves in combat (i.e. successfully
dodging an attack and counterstriking)
Agility: This is a measure of how well you can move. A good Agility
means you can duck, dodge, and hide better. Thieves need top-notch
Agility to perform their myriad skills. Agility also factors towards
Stamina Points
- You can increase Agility by performing some of the Thief skills
(Climbing, Lockpicking, Stealth), or through combat (particularly
Dodging).
Vitality: Although most useful for Fighters, Vitality is good for
everyone to have. This measures your ability to take damage well.
Vitality factors directly to your Health Points and Stealth Points as
well.
- You can increase Vitality through most any physical action,
particularly by taking damage in combat.
Luck: A very mysterious skill, Luck factors into a lot of things, and
is most useful to the Thief. How does Luck factor into things? I
really don't know, exactly...
- Increasing Luck is not very well understood. In this game, Luck
seems to go up with most any action you perform, so just keep fighting
or performing skills and Luck should increase enough.
Skills (Specific Stuff) -
Weapon Use: Everyone has this skill, since everyone has a weapon. This
is the skill of sticking your pointy object into the other guy. A high
Weapon Use factors towards damage caused and successful strikes.
- Increase Weapon Use by attacking in combat.
Parry: Only Fighters have a true need for this skill, since stopping
enemy attacks is much easier with a sword or shield than it is with a
dagger. A higher Parry skill indicates a better chance at taking less
damage while parrying a weapon.
- Increase Parry by blocking or parrying in combat (more so if you're
successful).
Dodge: Everyone has Dodge. No, this is not your skill at driving a
Durango. One can't take hits forever, and a good Dodge skill ensures
that you'll be able to avoid blows more successfully.
- Increase Dodge by dodging in combat (more so if you're successful).
Stealth: An essential Thief Skill. No people want their houses robbed
by someone who bangs around like a drunk Antwerp. Having Stealth
activates the "Sneak" ability, which makes you much less noticable to
baddies or the occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and
you'll max it out eventually...
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into
realms of fabulous cash and prizes, you'll need to open door number 1,
and your Thief's lock pick helps, but you need the skill to use it.
- Increase Lockpicking by picking on doors. The best place to do this
is the Healer's house, because her door is barred (so you can't
actually enter), you won't get in trouble for it, and you can do it in
the daytime. You can only get so high picking that door, though, so
to top it off, you'll have to pick your nose. Don't ask...
Throwing: Useful for both Fighters and Thieves, a good Throwing skill
can peg a monster with a few extra rocks or daggers before they get
close enough to fight up close. Throwing can also be used to hit or
knock off things that are far off.
- Increasing Throwing can come from throwing rocks or daggers. Rocks,
naturally, are much more economic, considering the fact that you can
pick up a whole bunch then throw them all repeatedly.
Climbing: Another Thief Skill, you'll need it for scaling walls, trees,
gates, ropes, and other non-ladder surfaces.
- Increase Climbing by, naturally, climbing. Early on, you can practice
on the tree outside the Healer's house, but a better place is the town
gate, but you still can't max it out, and I don't know of any place you
can max it...
Magic: The Magic User's skill at manipulating reality. Not much else
to say about this, generally. More will be said in the Spells section
about each individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more...
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum
amount of Health you have is determined by adding two-thirds of your
Vitality to one-third of your Strength. So, if you have a Strength of
30 and a Vitality of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous
acts, such as fighting, casting spells, running, throwing, climbing,
etc. Your max Stamina is determined by adding one-half of your Agility
to one-half of your Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-
thirds of your Magic Skill to one-third of your Intelligence.
Naturally, if your Magic Skill is zero, your Mana Points will also be
zero, no matter how high your Intelligence.
Scores -
Puzzle Points: Much like most other Sierra games, you get points for
doing special acts. The max is 500, and every class has its own
special way of reaching that high. In the Miscellany section, there's
a Point List.
Experience: This is much like a basic score. Talk to someone, buy
something, kill something, and you'll get some experience. It's not
really worth anything, but once you hit 1000, you'll get tougher
monsters during the daytime.
---
C. Magic Spells
While so many games give you a billion offensive spells to eviscerate
your enemies, Quest for Glory take a different approach. Sure, the
magic users of other games can lay waste to any bad guy, but what
happens if they misplace their keys, or if they need to reach the book
at the top of the shelf? This is why Quest for Glory makes the Magic
User skilled in a bunch of all-around magic.
Each spell can be built up to 100 in skill by casting it repeatedly.
Leyden's Latent 'Lectrical Discharge, aka "Zap"
MP: 3
Found: You start the game with it.
Description: Casting Zap will charge your weapon with magical energy.
The next strike will release the energy. It can only be cast once at a
time. Increasing your skill will increase the damage done with the
charged weapon.
"Open"
MP: 2
Found: Zara's shop for 30 silvers.
Description: Open is useful for unlocking simple locks. With practice,
doors can be opened. Open can also be used for magical items that have
been set to react to an Open spell.
Lowenhard's Lariat of Legerdemain, aka "Fetch"
MP: 5
Found: Zara's shop for 40 silvers.
Description: Fetch is useful for grabbing objects that are distant. It
can mostly be used on small, non-living objects. With practice, you
can use it to move objects from one place to another.
"Flame Dart"
MP: 5
Found: Zara's shop for 60 silvers.
Description: Your only attack spell in the game, the Flame Dart produces
a small ball of magical flame which you can direct at an opponent,
either in combat or while still at a distance. It can also be used,
get this, to burn things. As you increase in skill, your Flame Darts
will do more damage.
"Detect Magic"
MP: 2
Found: Meep's Peep. Ask the Green Meep about magic.
Description: This is a very general spell, and is used to detect any
existing magical auras in the immediate area.
R. Rogers' Reactivating Ritual, aka "Trigger"
MP: 3
Found: Henry the Hermit's cave. Ask about magic.
Description: This lovely little spell can be used to set off any
magical spells in the immediate area. It can make invisble things
visible, activate teleport spells, or set off magical traps while the
caster is still at a safe distance. Pretty handy.
"Calm"
MP: 4
Found: Erana's Peace, under the rock.
Description: Since most Magic Users like to avoid direct combat, you
can use this spell to immediately cause any threatening monster to
cease its hostile intent and contemplate the universe and its
bellybutton. This works on most enemies with a pulse. Don't try it on
the Undead, and do NOT use it once in actual combat, because a calmed
monster is far more dangerous than one blinded by rage. Having more
skill in this spell will cause monsters to be delayed for longer.
Erasmus' Razzle Dazzle, aka "Dazzle"
MP: 3
Found: Erasmus' House. Beat him in Mage's Maze.
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only
works, naturally, if the creature HAS eyes. Having more skill in this
spell will cause monsters to be delayed for longer. Although it doesn't
last as long as Calm, this skill CAN be used in combat.
---
D. Surviving in this Crazy World
---
Surviving the Keyboard
Yes, this is back in the days of text parsers. You'll live. It's
helpful to know some of the hot key functions, though. Items in quotes
will be entered into the text parser as a short cut.
CTRL+A = "Ask about" (follow with a topic to start a conversation)
CTRL+C = "Cast" (follow with a spell name)
CTRL+E = "Escape" (will get you out of combat)
CTRL+F = "Fight" (generally enough to initiate combat with nearby
monsters)
CTRL+L = "Look at" (follow with something you want a better description
of)
CTRL+I or Tab = Inventory
CTRL+P = Pause Game
CTRL+Q = Quit Screen
CTRL+S = Character Screen
CTRL+T = Time of Day
F3 = Repeat Last Command
F5 = Save Screen
F7 = Restore Screen
F9 = Restart Screen
You can also use the mouse in the game. Clicking the left mouse
button will move your character, and clicking right mouse button will
look at an object.
Quest for Glory understands most simple verbs. Just type the verb and
its object and you should be able to get around fine.
You'll need to use the text parser to converse with people as well, with
the "ask about" command. Common things to ask about are: name, hero,
magic, town, brigands, curse. Of course, plenty of characters
specialize in their own field which you'll have to ask specific
questions about. For each character (later on, in Miscellany), I'll
assemble possible things to ask about.
---
Basic Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
If you have food rations, you'll eat automatically, and you can eat
fruits and vegetables from the Market to sate your appetite. You can
also get full meals at the Inn, for a price, and there's a tree at
Erana's Peace that bears fruit that will keep you going the whole day.
Sleeping is another concern. If you do not sleep for a couple of days,
your stamina will drop much quicker. It's generally advisable to sleep
every day, and to get a full night's rest, you need to sleep before
midnight. Of course, you can't sleep just anywhere.
Learn the time scale of the game. Although you have no clock or
anything, you'll go by the sun. There are eight "times" in the game.
Day is Dawning: Town opens for the day. Day monsters appear. Ghosts
disappear from Graveyard.
Mid-morning
Midday
Mid-afternoon
Sunset Approaches: You can sleep. Sheriff goes home and Abdulla shows
up at the Inn.
Night is still young: Shops close up. Gate to town closes. Ghosts
frolic in the graveyard. Night monsters show up.
Middle of the Night: Can no longer get a full night's sleep. Inn
closes for the night.
Not yet Dawn
The best place to sleep is Erana's Peace. Even if you don't get a full
night's rest, you'll wake up completely restored.
Other decent places to sleep are the Inn, the Castle Stables, the
Dryad's Tree, and Henry the Hermit's cave. Except for the Dryad's Tree,
you'll have to pay in some way for these places. It's five silvers a
night for a room at the Inn, one of your rations (and a few games of
cribbage) in the Hermit's cave, and a rude awakening (and morning's
work) for the Stable. None of these places restore you fully.
If you're absolutely desperate for sleep, you can curl up on the streets
of the town. Just don't expect your wallet to be there when you
awaken.
Any other place you sleep in is unsafe and will result in your death.
You can also "rest" whenever you want. But, you'll be too impatient to
rest after a bit. Resting will restore several stamina and a few
health and mana.
Staying alive in a combat sense is pivotal, of course. Potions to
restore any of your three Health Meters can be purchased either at
Zara's Magic Shop or at the Healer's Hut. You'll want to buy from the
Healer's Hut, because it's cheaper.
---
Surviving Combat
Friendly piece of advice: Don't drop (or throw) your weapon. You're not
nearly skilled enough to fight unarmed, and you'll be promptly
pummeled.
Generally, you'll be set upon by a monster in one of the forested areas
in the valley. It'll be running towards you and you can either "fight"
it, or let it get close and attack you. If you want, you can throw
rocks or daggers, or cast spells such as Zap, Flame Dart, Calm, or
Dazzle. You can also just "run".
There are two types of combat: Close combat and Side view.
Close Combat is the way you'll fight most often. You'll be in a black
screen with the monster in front of you. You'll need to battle using
the keyboard arrows.
Up - Thrust
Left/Right - Dodge in that direction
Down - Block or Parry
It's very simple. Thrust until the monster's dead. Dodge or Block
when necessary. If you wish, you can cast Zap, Flame Dart, or Dazzle.
If you feel you're taking too much damage, you can "escape". Once you
escape, you'll automatically run for the nearest exit. Some monsters
will give up fast, others will chase you until you find a relatively
safe spot.
Side view combat is rare. In this mode, you'll fight right on the
normal screen.
Up - Thrust or Swing
Left - Dodge
Right - Duck
Down - Parry
After combat, you should always "search the body". Several monsters
carry money.
---
Surviving Financially
The currency of Spielburg is the gold and silver coin, with 10 silvers
in exchange for one gold. You start your adventure with 4 gold and
10 silver. Opportunities for more cash will arise in your adventure:
Renewable Resources:
Working in the Castle: Every day, the manure in the stable piles up.
They need someone to clean up. That's where you, the poor sap, come
in. Every time you clean the stables, you pick up five silvers.
Killing Monsters: Most humanoid-type monsters carry money. Search them
after you kill them.
Components for the Healer: Finding components for the Healer will earn
you money as well:
Empty Flasks: 2 silvers
Flowers from Erana's Peace: 5 silvers
Magic Mushrooms: 1 gold
Cheetaur Claws: 5 silvers each
Troll Beard: Two Healing Potions (which is as good as 80 silvers, since
you probably were gonna spend it on healing anyway)
Non-renewable Resources:
Finding Treasure: Although not occuring very often, certain caves
contain treasure that could be very useful to the adventurer on the go.
Thieving: Not only do houses in the area have money, but they also have
goods that can be fenced at the local Thieves Guild...
Completing Quests: You only get a couple of Quest Completion rewards
in-game, but they're actually pretty good rewards.
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4. Spielburg Valley - *CONTAINS SOME SPOILERS*
A. Map and Points of Interest
While not terribly big, Spielburg has a lovely charm to it. Nestled in
a ring of mountains, the land is home to many a creature, both fair and
foul, and there are quite a few special locations. Since this is ye
olde 16-color game, every place is divided into screens. Here's the
big main map:
=====
? EP ?
? ?
===== ----- =====
? | | *C ?
? | | ?
===== ----- ===== ===== =====
? SSS | | | ? ? *EH ?
? | | | ? ? ?
===== ===== ----- ----- ===== ----- ===== -----
?*BYH ? | | ? *SC ? | | MZ ?
? ? | | ? ? | | ?
----- ----- ----- ----- ----- ----- ===== =====
? | | | ? CG ? | ?
? | | | ? ? | ?
===== ----- ----- ----- ----- ----- ----- ----- =====
? | GCT | | | F | *HH | | | SF ?
? | | | | | | | | ?
===== ----- ----- ----- ----- ===== ----- ----- ----- =====
? MP | | | | GY ? *ST | E | R | R | R ?
? | | | | ? | | | | ?
===== ----- ----- ----- ----- ===== ----- ----- ===== =====
? | MR | | | AR | | ?
? | | | | | | ?
===== ----- ----- ----- ----- ----- =====
? DT | + | + | | | / | *FF ?
? | | | | | | ?
===== ===== ----- ===== ===== ----- =====
? *AT | | ? SS ?
? | | ? ?
===== ===== ----- =====
? *BF | BA | ?
? | | ?
===== ===== =====
Key: "-, |" = Screen Edge (passable)
"=, ?" = Screen Edge (impassable)
Letters = Special Location without Random Monsters
"*" = Location has more than one screen
"/" = Log. Only a landmark. Can still be attacked.
"+" = White Stag location. Cannot be attacked.
Points of Interest:
"ST" - Town of Spielburg:
Much like the valley, the town is rather small. The town was formed
first and the castle was built a long time ago by the residents of the
town. The isolation of the valley meant that the population of the town
never got very big. One of the town's major charms is that it's
completely safe from the inside. The Archmage Erana cast a greatly
amplified spell of Calm many years ago, which still exists today. No
magic may be cast in the walls, and there can be no aggression towards
another, which keeps the town safe from brigand attack.
There are four street screens:
Corner of Main Street and Market Street:
- Sheriff's Office: No one's actually sure if the door even opens. The
Sheriff and his assistant Otto always hang out on the porch.
- Hero's Tale Inn: Run by two Kattas, Shameen and Shema, the Inn is a
welcome respite from an adventurer's long day. Rooms are available
for five silvers a night, and food and drink is available at three and
one silvers, respectively.
- Barber's Shop: The barber's been out to lunch for some time...
End of Main Street:
- Magic Shop: A enygmatic being named Zara runs the Magic Shop. She
sells items of magic to any who are skilled in the art. She also
sells potions.
Prices:
Open Spell: 30 silvers
Fetch Spell: 40 silvers
Flame Dart Spell: 60 silvers
Healing Potion: 50 silvers
Vigor Potion: 25 silvers
Mana Potion: 75 silvers
- Little Old Lady's House: A private (and very tempting) residence...
- Adventurer's Guild Hall: A home away from home for adventurers, the
Guild is a place to relax and talk about stories. Since there aren't
many adventurers in Spielburg, there's only the Guildmaster, Wolfgang,
to talk to. There is a Quest Board and a logbook here as well.
Corner of Market Street and Tavern Street:
- Farmer's Mart: A small fruit and veggie stand, run by Hilde the
Centaur.
Prices:
Vegetables: 5 for 1 silver
Apples: 10 for 1 silver
- Dry Goods Store: Run by Kaspar, this shop contains some staples for
adventurers:
Prices:
Flask: 2 silvers
Food Rations: 5 for 5 silvers
Dagger: 25 silvers
Chainmail Armor: 500 silvers
- Sheriff's Home: The sheriff's private (and also very tempting)
residence...
End of Tavern Street:
- Bakery: The Baker's been gone fishing with the Butcher for some time.
- Butchery: See Bakery
- Alley: Very dark, and colder than the rest of town. Sam the Beggar
hangs out here by day. More unsavory characters hang out here at
night.
- The Aces and Eights Tavern: A place for when one wants some hearty
ale. The folks aren't all that nice, but the drinks are terrible.
There is some use for this place, though, if one is of a dishonest
nature.
Prices:
Ale: 1 silver
Troll's Sweat: 5 silvers
Dragon's Breath: 20 silvers
That, by the way, is all merely a formality. Dragon's Breath will
kill you. Troll's Sweat will cause you to pass out immediately, and
three ales will do the same. If you pass out, you'll wake up outside
with five lost Puzzle Points and an empty wallet.
- Workshop: Apparently the programmers never wrote this in. No, you
can't open the door under any circumstances...
- Thieves' Guild: It's in this area somewhere; a place where the
thieves in the area can relax without worrying about being thrown in
the slammer. You can fence your stolen goods, or play a little Dag-
Nab-It to get some extra cash if you're skilled. There's also a
modest set up for fencing and a shop for Thief items:
License: 25 silvers
Lock Pick: 15 silvers
Tool Kit: 100 silvers
---
"E" - Entrance to Town
Sometimes an unsavory-looking character will be outside the gate. This
is Bruno, the seller of information. He may be willing to help, for a
price. Just take his advice with a grain of salt...
Prices:
1 silver - Directions to Goblins, Baba Yaga, or the Castle
1 gold - Thieves' Guild (Lie)
2 gold - More info about Baba Yaga (Useful, but obtainable elsewhere)
10 gold - Brigand Fortress (Misleading)
"R" - Road to Mountain Pass
Nothing much going on here except for the fact that you can't be
attacked here. You may spot a trapped animal on one of the screens...
"HH" - Healer's Hut
The Healer resides here. She can sell you several different potions,
and can help you make some of the more complicated ones. You can also
sell components to her:
Prices:
Healing Potion: 40 silver
Vigor Potion: 20 silver
Magic Power Potion: 60 silver
Undead Unguent: 100 silver
Outside, you'll see a nest with a small Pterosaur in it. Why did I
mention it? Oh, no reason...
"F" - Farm
This is the farm of Heinrich the Centaur. Not much you can do here but
talk to him.
"CG" - Castle Gates
You can speak to Karl, the gate guard, about may of the things going on,
or you could just ask him to let you in.
"SC" - Spielburg Castle
Built a long time ago, Spielburg Castle is an impressive sight,
but is a bit small as far as castles go. There is just a main wall and
a keep. The Barony of Spielburg inherited the castle from King
Siegfried the Third two centuries ago. Baron Stefan von Spielburg
lives here, and, at the moment, he lives alone with his sadness (and a
few guards).
- Courtyard: Sometimes, one can find the Weapon Master here, practicing.
He'll give lessons to aspiring Fighters for one gold a lesson.
- Stables: East of the Courtyard, you'll find the stables. The Stable
Hand is more than willing to let you work in the stables cleaning up
the place. He'll pay you five silvers for each time you clean it out.
- Barracks: West of the Courtyard is the Barracks for the guards.
There's not much to do there except be told by the guard to leave...
- Keep: North of the Courtyard is the door to the Keep, which opens for
no one...
- Great Hall: Not very flashy, but if one does well, one may see the
place...
"AR" - Archery Range
A lonely little archery target sits on the town's south wall. While you
have no bow, it is a good place to practice throwing daggers...
"GY" - Graveyard
A neglected and run-down place, the Graveyard hasn't been tended to in
years since Baba Yaga cursed it. What was the curse? Take a wild
guess...
"SF" - Snow Field
This area contains a pass through the mountains, but it's very
treacherous for all but the most skilled, or giant-like, of mountain
climbers...
"FF" - Flying Falls
The magnificent Flying Falls are a wonder to behold. On one of the
walls of the cliffside is a door that must lead to someone's residence,
but it's atop a ledge that's several feet up. It's rumored that a
Hermit lives there.
"SS" - Spiegelsee
Also called Mirror Lake, you can pause here for some peaceful
reflection, and maybe see a sight gag or two, but that's it.
"MZ" - Mount Zauberburg
Magic Mountain is the home to a powerful, yet humorful, Wizard named
Erasmus and his familiar Fenrus.
"EH" - Erasmus' House
After a tough climb up Mount Zauberburg, one must match wits with the
Gargoyle watching the gate. Answering three questions correctly will
allow you to see the Wizard.
"C" - Cave
Few people know what's inside the cave in this northeastern corner of
the valley. They probably haven't the guts to go in given the huge Ogre
standing in front of it...
"EP" - Erana's Peace
Rumored to be the final resting place of the Archmage Erana, this is a
very safe meadow. There are many flowers of different varieties, a tree
that bears fruit that can satisfy the most ravenous of hungers, and a
gift for those knowledgeable in magic...
"SSS" - Spore Spitting Spirea
On a rocky ledge rest four very rare plants. These plants spit some odd
sort of seed around. Just thought I'd let you know...
"BYH" - Baba Yaga's Hut
As you'll see, it's not an easy place to get into. The skull guarding
the gate will make you bargain with him, and even if you can get inside
the hut, you may find out you didn't want to...
"GCT" - Goblin Central Combat Training Zone
If ever you needed an endless supply of Goblins, this would be the
place to find them. Every time you fight here, the number of Goblins
that attack you increase by one. You can get some good money from them.
"MP" - Meep's Peep
Fuzzy Meeps live in the holes here. They have a generally positive
outlook on life, but they're rather shy. Only the rare Green Meeps have
any capacity for conversation.
"MR" - Mushroom Ring
A circle of mushrooms is in this area. You can give these mushrooms
to the Healer, or you can visit at night for an interesting light show.
"DT" - Dryad Tree
In a small corner of the forest, the Dryad, the protector of the woods,
sleeps. She is known to ask favors of those she thinks are friends of
the forest, and is willing to return those favors.
"AT" - Antwerp Area
This has to be seen to be believed. There may be more to this place,
however, than that big blue bouncy thing...
"BA" - Brigand Ambush
Their fortress must be nearby, because the brigands in the area have set
up a very nasty ambush in this area, to fill any intruders with arrows.
A strong hero could push through this ambush. A smart hero may avoid
it altogether...
"BF" - Brigand Fortress
Well, we assume it's there, since there's an ambush nearby...
---
B. Characters
Some are good, some are bad... Some are more than what they seem...
The Hero (Ego) - (human male from Willowsby)
Fresh from basic training as your home Adventurer's Guild, you need a
chance to prove that you've got the guts and the talent to change this
world. Much about your past is hidden, and doesn't really need to be
revealed, since one needs to identify with his character, and the less
known, the better. You're a strapping, blonde-haired man in his late
teens or early twenties. You wear a blue shirt, violet trousers, and
a brown belt and shoulder strap for carrying equipment. For the added
flair, you also sport a black cape.
Townsfolk:
Schultz von Meistersson, aka The Sheriff - (human male from Spielburg)
A former adventurer, Schultz decided to settle down after the day to
day became too much hassle. He married a local town girl, and was
installed as Sheriff of Spielburg. He prefers to do the thinking half
of the job, leaving the rest to his able-bodied assistant, Otto.
Otto von Goon - (Goon male from Spielburg)
Goons aren't very bright, but they can be housebroken, much like pets.
Otto's not a monster per se, but he's pretty darn strong. He's the
muscle half of the law enforcement team in Spielburg.
Sheriff's Wife - (human female from Spielburg)
She's mostly implied. She looks after the house while the Sheriff's at
work.
Shameen - (Katta male from Raseir)
Katta are a humanoid feline species. Shameen, in the language of the
Katta, means "He of the Lion". He established the Inn a few years back
in the interest of the tourist trade, but that dried up some time ago.
Now he intends to head back to his homeland, but he's stranded in
Spielburg, due to the attack on his friend Abdulla.
Shema - (Katta female from Raseir)
Shameen's wife and soulmate, her name means "She of the Dance". She
cleans and cooks at the Inn and serves meals.
Abdulla Doo - (human male from Shapeir)
A Master Merchant and trader, Abdulla traveled to Spielburg to sell his
wares and pick up Shameen and Shema on his way back to Shapeir.
Unfortunately, he was attacked a week before the Hero's arrival by the
brigands in the valley. His guards were overwhelmed and he was left
penniless. He's now living at the Inn, a burden on his friends.
Zara Shashina - (half-Faery Folk female from Western Woods)
A powerful magic user, Zara tends the Magic Shop in Spielburg. She's
very no-nonsense, and is quite blunt and to the point.
Damiano - (Familiar)
Zara's familiar, Damiano, has the appearance of a man-bat. It doesn't
speak at all.
Little Old Lady - (human female from Spielburg)
An old widow who lives on her own with her kitty.
Wolfgang Abenteuer, aka The Guildmaster - (human male from Spielburg)
Wolfgang runs the Adventurer's Guild because, frankly, someone needs
to. He's had his share of adventures, and is more than willing to
speak about them to younger adventurers.
Hilde Pferdefedern - (Centaur female from Spielburg)
This young Centaur runs the Farmer's Mart in town. She's rather shy,
but she does a good job peddling the wares.
Kaspar - (human male from Spielburg)
Kaspar tends the Dry Goods Store in Spielburg. He's not very active,
but he runs a good store.
Silas Sourdough, aka The Baker - (human male from Spielburg)
Butch Beefmeister, aka The Butcher - (human male from Spielburg)
The Barber - (human male from Spielburg)
Since these gents have been cut off from supplies for a while with the
winter, they have nothing better to do than hang out at the Tavern.
Sam the Beggar - (human male from Spielburg)
Poor Sam's hit the skids. He's taken to begging on the streets. Offer
a silver to him, and he may give you some useful information.
Tavern Keeper - (human male from Spielburg)
This is the bar. He serves drinks. You want a drink? Order one. You
want to know about the tavern keeper, you can forget it.
Crusher - (Goon male from Spielburg)
Crusher maintains his quiet dignity by guarding the entrance to the
Thieves' Guild. He's the Guild's personnel manager.
The Chief - (human male from parts unknown)
The Chief Thief's not happy with his position, but he'll have to live
with cheifing a podunk town until the pass clears. There's not much
for him to do except to play Dag-Nab-It, which you can play with him.
Boris - (human male from Spielburg)
The Thieves' Guild's accountant, Boris provides thieves with their
essential tools for survival in the world of purloining, as well as
acting as a fence for valuable items.
Sneak and Slink - (human males from Spielburg)
These two thieves, seemingly joined at the hip, patrol the alley. They
set a trap for mugging anyone who wanders into the alley. Being active
thieves, they know all the latest passwords for getting into the Guild.
Just Outside of Town:
Bruno - (human male from Spielburg)
Bruno's a member in good standing in the Spielburg Thieves' Guild.
Since there's not much work here, Bruno spends his time outside the
main gate of town, selling information to those who'd buy. He's a
pretty dangerous fellow, however, and he's rumored to not be completely
loyal to even the Thieves' Guild.
Amelia Appleberry, aka The Healer - (human female from Spielburg)
She's a pretty darn good healer for such a small area. She lives in
her hut just outside of town and sells her potions. She has a pet
pterosaur, Pterry, who has a mate, Pteresa, who lives in the tree
outside her house. She'll pay for components, and she recently lost a
rather valuable ring.
Heinrich Pferdefedern - (Centaur male from Spielburg)
He tends his farm outside of town. He makes a living selling the
produce he harvests in town. He's rumored to have been attacked by the
brigands.
Castle Dwellers:
Karl - (human male from Spielburg)
The gate guard, Karl knows much about what goes on in the castle. He'll
open the gates for anyone who's not a monster.
Weapon Master - (human male from parts unknown)
A very skilled, but rather arrogant man, the Weapon Master taught all
the guards how to fight. He is extremely gifted with a sword, and will
teach anyone else with a sword for a gold a lesson.
Stable Hand - (human male from Spielburg)
Not much of a conversationalist, but he'll give you work if you want it.
Frederick and Pierre - (human males from Spielburg)
They guard the castle keep, and that's about it. Don't mention Pierre's
bald spot...
Baron Stefan von Spielburg - (human male from Spielburg)
The 12th Baron of Spielburg Castle, the Baron has had many hardships.
Ever since the loss of his son and daughter, he has shut himself in his
castle and will see no one.
Baronet Barnard von Spielburg - (human male from Spielburg)
Five years ago, Barnard went off hunting. Several days later, his horse
returned with vicious claw marks. No sign of the Baronet was ever
found...
Elsa von Spielburg - (human female from Spielburg)
Ten years ago, soon after Baba Yaga cursed the Baron, Elsa was stolen
away by some flying creature. No one knows what became of her.
Yorick - (human male from Spielburg)
After some time, everyone gave up the search for Elsa, except for the
court jester Yorick. He was a man of infinite jest. No one knows
where he is now...
Other Folks in Spielburg:
Brauggi - (Frost Giant male from Jotunheim)
He's a hungry giant. He's come far and wide to search for food to
mellow his mead horn, and his search has brought him to the valley,
specifically, the Snow Field.
Erasmus - (human male from parts unknown)
From his house atop Mount Zauberberg, Erasmus the Wizard keeps an eye
on the happenings in the valley. While he prefers not to meddle
directly in affairs, he's more than willing to help others trained in
the mystical arts, or even just offer passersby some useful
information. If you have the skill, he may even challenge you to a
game of Mage's Maze. Beware his wit, however, for it's sharper than
any blade you carry.
Fenrus - (familiar)
Erasmus' familiar is Fenrus, a talking rat. The two are constantly
trading jokes and jabs back and forth, and have developed one of those
special relationships that only exist between Wizards and Rat Familiars.
Henry the Hermit - (human (I suppose) male from Spielburg)
'e lives in 'is cave near Flying Falls. 'e'd be 'appy to share his
knowledge of whatever with you, if you can reach 'is 'ome, sez I. Just
be careful you read 'is manner of speaking correctly...
Meeps - (Meep males and females from Spielburg)
The Meeps are happy Meeps living in their happy holes. Don't worry, be
happy! ^_^
Bonehead - (undead/enchanted)
Don't know exactly how undead Bonehead is. Maybe he's just an enchanted
talking skull (like Murray). At any rate, he's posted on Baba Yaga's
gate, and he won't let anyone in who doesn't deal with him.
Baba Yaga - (Ogre female from Surria)
Y'know, you just can't settle your flying chicken hut down anywhere
these days without someone trying to get you to leave. Several years
ago, Baba Yaga left her homeland and journeyed to Spielburg. When the
Baron threatened her to leave, she cursed him, and he lost his son,
daughter, and many of his guards. She now lives cozily there, content
that she'll be at relative peace...
Dryad
The Dryad is a tree nymph that watches over the forest. She is a bit
tempermental and to the point, but she does have a soft spot for
magical balance in a land (which Spielburg needs in spades).
Brigand Warlock - (human male from parts unknown)
Not many people ever get a good look at the Warlock, but he's supposed
to be a powerful magic user, with the ability to subdue enemies before
the main force of the brigands sets upon them.
Brigand Leader - (???)
No one knows what the Leader looks like, because he goes everywhere with
a full helm on. He surfaced a few years back and changed the brigands
from a petty nuisance to a major force to be reckoned with. One will
need to be particularly skilled to defeat him.
---
C. Monsters
The general definition of a monster is "that which attacks without
asking questions first". Every adventure's got 'em, and this one has
quite a few. The difficulty is rated out of 10, with one being a cake
walk, and ten being something huge that'll kill you unless you're very
skilled.
Random Monsters
These monsters can attack you in any wooded area. They'll attack from
either the left or the right side of the screen. Humanoid monsters will
chase you for a while, but the rest will give up as soon as you go
up or down a screen (they don't have up or down sprites ^_^).
Goblin - A squat, ugly, blue-green humanoid. They have little armor,
but they wear a horned skull cap, carry a wooden shield, and wield a
small mace to attack with. They attack only with a simple swing.
They're not all that hard to kill, but, in the GCT, they can gang up on
you. They carry anywhere between 1 and 10 silvers. Difficulty: 2
Purple Saurus - These descendants of the ancient dinosaurs don't have
much brain, but they have a nasty set of teeth, which they'll bite you
with, repeatedly. They only attack in the daytime. Difficulty: 3
Brigand - The terror of Spielburg; these guys wear helms, leather armor,
carry a round steel shield, and attack with a spear. Their attack
consists of stabbing. Some brigands have different faces than others,
but they're all the same. You shouldn't take them on too early. They
carry between five and twenty-five silvers. Difficulty: 5
Mantray - This is a rather magical creature. It lives on the land and
looks like a cross between a Sting Ray and a Manta Ray. It hides on
the ground waiting for its prey. Then it flies up and attacks. It
uses its tail as a weapon, which has an electrical current running
through it. It only appears at night until you reach 1000 exp, when
it'll appear at the daytime as well. Difficulty: 5
Cheetaur - This guy is nasty with a capital NASTY! Think of it as a
centaur, only with the body of a panther instead of a horse, and the
upper body is catlike, only shaped like a human. Like the Mantray, it
will only appear at night until you hit 1000 exp. It attacks hard, and
with both hands, so hits are very frequent. After you beat one, take
its claws. It carries anywhere between 2 and 7 claws. Difficulty: 9
Saurus Rex - The Big Saurus! Although not as nasty as a Cheetaur, they
run faster than you, so outrunning them is tough. A big set of chompers
can make short work of you, and it can absorb hits. They only appear at
night until 1000 exp, much like the Mantray and Cheetaur. The fact
that they don't carry anything makes them not very pleasant targets.
Difficulty: 8
Troll - Probably one of the more resilient enemies you'll meet, Trolls
have rock-hard gray skin and carry huge clubs. They cause damage, but
they don't attack as often as Cheetaurs. They only come out at night,
end of story on that one. They carry between 25 and 50 silvers, and
their beard is very useful for the Healer (worth two Healing Potions).
Difficulty: 8
Unique Monsters
There are only one of each of these monsters, and they tie into the
story for the most part.
Ogre - A nasty-looking fella, the Ogre has purple skin and carries a
massive hammer, along with a chest filled with his belongings. He's
pretty tough, but not all that bad, particularly if you rest up prior
to fighting him. His chest has 1 gold and 43 silver in it.
Difficulty: 7
Bear - Although not really a monster, this thing will attack you. I
suggest not attacking back. Well, you could, but save first...
Difficulty: 7
Kobold - He's a powerful magic user, and he's not really very friendly.
He's also the only bad dude you fight in side view. It's not necessary
to fight him directly unless you are the Fighter, though. He's not
particularly tough in that sense, unless you're rather weakened.
Difficulty: 6
Minotaur - The mythical cross between a man and a bull, the Minotaur
is the toughest monster in the game. Only the Fighter needs to attack
him. The Minotaur attacks you with a flail, and he absorbs hits
quite well. His flail has 50 silvers in it. Difficulty: 10
Other Hazardous Creatures
Antwerp - An odd creature from God Knows Where, this bouncy being
inhabits a spot in the south. Throwing and casting stuff at him doesn't
work, and fighting him could produce nasty results. It's best just to
try and leave him alone. If you DO fight him, he'll bounce very high
up and out of sight. He'll drop down on the next screen and squash
you unless you "use sword" or "use dagger". He'll explode and you'll
cause an Antwerp POPulation explosion...
Ghost - Phantasms composed of ectoplasm and weird stringy stuff. They
can suck the life right out of you if you're not protected with Undead
Unguent. Fortunately, they only hang out at the Graveyard at night.
Night Gaunt - Personally, I think these guys are fantasy. They're
supposed to be the "bump in the night" creatures that get you if you bed
down in an unsafe place, but that really makes no sense. Why have a
special creature to eat you? No, I believe they're just stories to
frighten young children to sleep, and if you bed down in an unsafe spot,
it's just a random monster that munches on you...
---
D. Items
Here's where I collected and compiled all the items that exist in the
game and what they're used for. Take care, for looking up some of these
items can result in plenty bad spoilers...
Combat Carryables:
Broadsword
Found: Start Fighter Quest with one.
Description: Your right hand as a Fighter (assuming you're
right-handed), the sword is your main weapon in this crazy battle
called life. It does generally more damage than a dagger.
Shield
Found: Start Fighter Quest with one.
Description: A big piece of metal that you can stick between you and
a set of big nasty teeth, or thrusting pointy sticks.
Dagger
Found: Start Magic User or Thief Quest with one. Purchase at Dry Goods
for 20 silvers.
Description: A small knife. It's useful for throwing, and can be used
in close combat in a pinch. Thieves should have a good supply of these.
Leather Armor
Found: Start any Quest with one.
Description: Your basic armor. It's made from strips of leather boiled
and hardened in wax. It doesn't take much to pierce it, but it's
better than going naked (and a lot less frightening).
Chainmail Armor
Found: Dry Goods for 500 silvers.
Description: Made from tiny rings of steel, it's heavier than leather,
but not so heavy that it impairs movement too much. You'll take less
damage while wearing this.
Survival Staples:
Food Ration
Found: Start any Quest with five. Purchase at Dry Goods at five for
five silvers.
Description: Not too tasty, but the rations will keep you going
throughout the day.
Vegetable
Found: Farmer's Mart at five for a silver.
Description: Vegetables left over from last year's harvest. Not enough
for a balanced diet, but other things besides you need to eat.
Apple
Found: Farmer's Mart at ten for a silver.
Description: Apples left over from last year's harvest. Again, not
enough nutrition to keep you alive, but they could be useful in other
ways.
Potion of Healing
Found: Purchase in Healer's Hut for 40 silvers, or Magic Shop for 50.
Also can be found in other places.
Description: A mixture of restorative herbs and country goodness,
healing potions will restore about half of your Health Points. When
used, you'll be left with a flask.
Vigor Potion
Found: Purchase in Healer's Hut for 20 silvers, or Magic Shop for 25.
Description: Caffeine, Vivarin, Jolt, Espresso Beans, Mountain Dew, and
GNC Mega Vita Fuel, all in one little flask. When used, you'll be left
with a flask and completely restored Stamina Points.
Potion of Magic Power
Found: Purchase in Healer's Hut for 60 silvers, or Magic Shop for 75.
Description: Just brimming with electricity, these potions will restore
about half your Mana Points.
Thief Thingies:
Lock Pick
Found: Begin Thief Quest with it, or purchase at Theives' Guild for
15 silvers.
Description: While it seems to be no more than a thin shaft of metal,
this is your ticket to realms of unimaginable treasures, with enough
practice.
Thieves' Guild License
Found: Purchased in the Thieves' Guild for 25 silvers.
Description: Rather necessary for the Thieves' Guild not to tip off the
fuzz about you. It also allows you purchase supplies and fence your
stolen items at the Guild.
Thieves' Tool Kit
Found: Purchased in the Thieves' Guild from 100 silvers.
Description: The short story is that it gives you a higher lockpicking
success rate. The long story is that this kit contains everything from
skeleton keys, to thin pieces of wire, to credit cards.
Stuff for Stealing:
Alabaster Vase
Found: In the Sheriff's House
Description: While rather fragile, this large vase can net you some
cash.
Golden Candelabra
Found: In the Sheriff's House
Description: Let's see. Could this be better used for candles, or as a
dust collector in the Thieves' Guild's stash?
Silver Candlesticks
Found: In Little Old Lady's House
Description: See Golden Candelbra
Music Box
Found: In the Sheriff's House
Description: One of Otto's favorite toys, but it's rather valuable.
He'll live without it...
String of Pearls
Found: In Little Old Lady's House
Description: They just don't suit you. Better off selling them to the
Guild. The good news is, they're real...
Items for Ingredients:
Flowers
Found: Erana's Peace
Description: Some magic keeps them perpetually fresh. Not bad, eh?
Sell them to the Healer for five silvers per bunch.
Magic Mushrooms
Found: Mushroom Ring
Description: They're colored a rather hazy purple. It's advisable not
to eat them. You can, however, sell them to the Healer for one gold
per handful.
Cheetaur Claw
Found: Dead Cheetaurs
Description: Killing Cheetaurs is tough, but it's well worth the reward
of claws, which can net you 5 silvers apiece from the Healer.
Troll Beard
Found: Dead Trolls
Description: Trolls take quite a beating, but, in addition to whatever
you find on their dead bodies, you can give their beards to the Healer
for two Healing Potions.
Kobold Mushroom
Found: Cave
Description: These are baaad 'shrooms. They're mostly poisonous. Don't
even bother getting them, they're useless.
Miscellaneous Megusalems:
Piece of Paper
Found: Any place you get spells, or the Tavern.
Description: This is a complex interweave of wood fiber, but it's
rather useless.
Empty Flask
Found: Purchase at Dry Goods for 2 silvers, or get whenever you drink
a potion.
Description: A carefully blown piece of glass. It's rather useful for
carrying liquids and powders. If you have extra, you can sell them to
the Healer for 2 silvers each.
Flask of Water
Found: Spiegelsee
Description: Water's not all that useful, but it exists, so there ya
go...
Rock
Found: On the ground... All around...
Description: Cheap and handy throwing weapons. Rocks can give a bad
guy a nasty bump before you actually hurt him.
Puzzle Pieces:
Golden Ring
Found: Nest outside Healer's Hut
Description: This is the Healer's lost ring. Give it back for your
reward of six gold and two Healing Potions.
Glowing Gem
Found: Snow Field, given by Brauggi in exchange for 50 apples.
Description: A gem that glows like the flare of the frost flame, or
something...
Undead Unguent
Found: Healer's Hut for 100 silvers
Description: Rub this unguent on your body to repel the undead.
Normally, they repel you. It doesn't last long, so do it just before
you enter a dangerous undead situation.
Mandrake Root
Found: Graveyard
Description: This root's has rather powerful magical properties.
According to the legends, it must be pulled from a dead man's grave at
midnight to be useful.
Spirea Seed
Found: Spore Spitting Spirea
Description: This simple seed seems to be solid, so don't sell the
sucker, since you need to send it to some sexy sapling.
Magic Acorn
Found: Dryad Tree
Description: Well, who knows exactly what it does, but it's an
ingredient for a Dispel Potion.
Flask of Flying Water
Found: Flying Falls
Description: Now, it'll only say "Flask of Water", but if you pick it
up, it'll be the proper water. It's an ingredient for the Dispel
Potion.
Handful of Green Fur
Found: Meep's Peep
Description: It's cute, fuzzy, and an ingredient for a Dispel Potion.
Flask of Fairy Dust
Found: Mushroom Ring
Description: Mysterious stuff. For all we know, it could be the
Fairy's excrement... Ick... Good thing it's in a flask...
Dispel Potion
Found: Healer's Hut
Description: This mystical brew contains the power to dispel any
enchantment or shape-change spell.
Large Brass Key
Found: Cave and Archery Range
Description: These two are actually the same thing. The first
disappears after you use it, and they're used for two different things.
Magic Mirror
Found: Brigand Fortress
Description: A face (not yours) is on the mirror. This vanity item is
used for reflecting spells back on the user.
***********************************************************************
5. Fighter Walkthrough
Points added will be shown in parentheses...
As a Fighter, you'll be doing a lot of such, so you'll probably want to
boost your Strength, Vitality, and Weapon Use. Of course, if you're
going for max, you'll probably want to dump it all in Intelligence,
since that's the hardest stat to raise...
You'll start with a Broadsword, a Shield, Leather Armor, five Rations,
four gold, and 10 silver.
Town of Spielburg:
You'll stroll into town (1), take a short look around, and the sheriff
will greet you. Question him for a bit (1). First good place to head
is to the Hero's Tale Inn. You can question Shameen there (1). Have a
sit down and Shema will show up. You can ask her a few things. Order
some food (1). Be sure to ask one or both of them about Abdulla, to
know that he'll show up later that night.
Leave the Inn and head west to the end of Main Street. Enter the Magic
Shop (y'know, the place with the big eye above it). Meet and question
Zara (1). This is probably the only time you'll see Zara, since you're
not a practitioner. Leave the Magic Shop.
Head to the Guild at the end of the screen. Enter and read the
Adventurer's Logbook (4). Sign it, too (1). Take a look at the Quest
Board, too (6). Wake up the Guildmaster, Wolfgang. Question him about
heroes, monsters, and the stuff on the Quest Board (1). Question him
about the "curse", too, and related topics...
Once you've finished with that, leave and go the other way on Main
Street. You'll eventually reach Market Street. Speak to Hilde the
Centaur (1). If you wish, you can buy 50 apples (3). At five silvers
total, you should easily be able to afford it, but it could weigh you
down considerably. Also, head into the Dry Goods Store and speak to
Kaspar the proprietor (1). Buy some food if you wish. As you'll
notice, you can't buy armor. Live with it for now. You'll have
enough, eventually.
Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.
Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...
That's about all there is to do inside town. It's probably not Sunset
yet, so you can go outside for a bit. When Sunset rolls around, go to
the inn, where you'll find Abdulla Doo lost in his own sorrows. Have a
seat. You can order some food now if you haven't already. Have a chat
with Abdulla (5). Ask him about the brigands and his attack. Give him
some money or a ration (2). He'll tell you about his magic carpet and
Shapeir, giving you some foreshadowing of your next quest. Might want
to deal with this one first. Anyway, you probably should sleep at the
Inn tonight (1).
The next morning, head out to start your adventure proper.
Outside the Town:
You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.
First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).
Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2).
Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. "Get rocks" from the ground.
"Throw rock" at the nest, and after a few throws, the nest will drop to
the ground. You'll find the ring (that was easy) (3). Go back inside
and give the ring to her. She'll give you six golds and two Healing
Potions for your reward (10).
Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).
Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Type "open gate", and if you've got his attention,
he'll open it for you. Enter the Castle (1).
Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. He'll ask you if you fight. Say yes,
and he'll ask if you want to train. Say yes, and you'll give him a
gold and fight against him in a side view battle (3). Fight him, and
you'll probably get exhausted before long. Once you build up your
skills a lot, (Stamina and Weapon Use at 100 each) you can probably
beat him. Just attack repeatedly, and push him to the far end of the
courtyard. He'll give up, and walk off, never to return (10).
Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.
That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.
Spielburg Forest:
If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.
You probably won't be able to fight anything right off the bat, but, as
a Fighter, you'll get points for all the different monsters you kill.
Goblin: 1
Purple Saurus: 1
Brigand: 1
Mantray: 2
Cheetaur: 4
Saurus Rex: 4
Troll: 4
Check the Monsters section for how and when to fight these guys. Also,
remember to get Claws from the Cheetaur, and the beard from a Troll.
Give them both to the Healer (2, 2).
Now's a good time to check the map. Head up to Erana's Peace. This is
the best place to sleep, as it will fully restore you. Also, you can
chow on the fruit trees (2) once a day to fully satisfy you and save on
rations. Grab a bunch of flowers while you're here. You can give them
to the Healer (1).
Check the map and head towards the Mushroom Ring. Grab some Magic
Mushrooms to give to the Healer (1).
Other Points of Interest:
Head to the Snow Field. You'll find Brauggi here. He'll want a
bargain of fruit. If you hadn't done it yet, buy fifty apples from
Hilde in town. Give them to him, and you'll get the Glowing Gem (8).
Neato.
Head to Spiegelsee in the south end. Pause for some peaceful
reflection (1).
Go to Flying Falls. You'll see a door on the cliffside. Throw some
rocks at the door. Hit it three times and Henry the Hermit will walk
out and make the ladder appear on his wall. Climb up it. Knock on the
door (1). Make sure you step to the right of the door so it doesn't
knock you off the cliff. You'll walk inside (5). Have a seat and chat
it up with Henry (2). Ask him about the cave, magic, the brigands, and
all related topics he brings up.
Go to Mount Zauberburg. Read the cute magic signs, then climb the
mountain. Once you reach the house, the Gargoyle above the house will
ask you three questions. Make sure you answer them correctly. Here's
the list of possible questions:
Name: (Your name, type it correctly, capitalization isn't necessary)
Quest: "Hero" or "Glory"
Fave Color: "Purple" (like the house)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)
Anyway, once inside (3), try not to fiddle with things. Look all you
want, just don't touch. Head up to the tower. Have a seat and you'll
talk to Erasmus and Fenrus. Ask them (1) about all the spellcasters in
the valley. Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry,
and anything magic you might want to know about. Also, ask him about
curse and countercurse. "Stand" once you're done and he'll send you to
the bottom of the mountain.
At some point in your adventure, preferably after you built up your
skills a bit, and have a decent cash flow, go to the Healer and
purchase Undead Unguent for 100 silvers. Head to Baba Yaga's Hut on
the map. Bonehead (the skull at the gates) will turn you away, unless
you agree to deal with him. "ask about deal" then say "yes" (2). He'll
want a glowing gem for his eyes. Also, ask him about the hut and the
rhyme (Hut of brown, now sit down). If you have the Glowing Gem from
the Snow Field, give it to Bonehead, and he'll lower the gate (10).
Say the rhyme and the house will squat (7). Head on in (2). Baba
Yaga doesn't take too kindly to visitors, as you'll soon see. When
she asks you your name, tell her, then agree to help, and agree to the
task she gives you, and she'll turn you loose. Your mission now is to
go to the graveyard and get some Mandrake, and you have to pull it at
midnight (when it says "Middle of the Night" on the time thing).
Fight a bit and rest until it says "You are getting tired." At that
time, use the Undead Unguent (2) and head to the graveyard. You'll see
the ghosts playin' around. Walk over to the little red plant growing
out the grave and take it (6). Once you snag it, run on back to Baba
Yaga's and she'll take it from you (3), and you'll be off the hook.
Comes a Hero from the East:
Now that you've messed around a bit, it's time to do what you came here
to do. To start that, head to the Dryad's Tree in the southwest corner
of the forest. You'll follow a white stag in there. Once you enter
the area with a tree, the Dryad will pop out of her tree and ask if
you're a friend of the forest. Say "yes" (1) and she'll ask you to
get a seed from the Spore Spitting Spirea in the north.
Find the Spore Spitting Spirea area on the map (SSS). Once you get
there, throw some rocks, and you'll eventually connect with the seed
they're tossing around. Pick it up (7) and head back to the Dryad's
Tree. Say "yes" and you'll give her the seed (7). She'll give you the
recipe for a Dispel Potion:
Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water
Once she returns to her tree, she'll drop a Magic Acorn from her
branches. Grab it (1).
Odds are you'll already have the Flowers turned in.
Green Fur: Head towards the Meep's Peep (MP on the map). Note the cute
little meeps popping out of their holes. "talk to meeps" when one's
popped up. The Green Meep will jump out and talk to you. Ask him
about meeps, rocks, and fur (1). Ask about green fur, and he'll give
you some (5).
Flying Water: If you have an Empty Flask, go to Flying Falls. Get some
water from the falls (3).
Fairy Dust: Wait until night and go to the Mushroom Ring. You'll see
the cute little fairies dancing around. They'll tell you to dance. So
"dance" (3). After you finish, ask them (1) about things (fairies,
dryad, dust). Once you ask them about dust, they'll give you some (8).
Now that you have all five ingredients, go to the Healer's Hut. Give
her the Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and
the Flowers if you haven't already (1, if you haven't already). She'll
get to work on the Potion. Leave and come back, and she'll give it
to you (7).
Free the Man from in the Beast:
Okay, you should be all set to tackle some real quests, now. You'll
probably want your important skills at about 60 (Strength, Agility,
Vitality, Weapon Use) or more.
You'll probably want some Healing and Vigor Potions for this. Head to
the Cave (C on the map) and you'll find an Ogre. Kick his butt (2).
Once he's dead "smash chest", and if your Strength is high enough,
you'll force it open and get 1 gold and 43 silvers.
Heal up, and enter the cave. You'll notice that rather nasty-looking
bear chained to the floor by a manacle. Don't fight him. Give him a
ration instead (or an apple or vegetable) (5) and you'll be able to
walk past him.
Enter this new section of the cave (2) and you'll see a Kobold sitting
with a key around his neck. Fight the bugger. Just keep stabbing
until he dies (sinks into the ground) (10). Pick up the key he leaves
behind (7). Drink a Healing Potion and walk towards the bottom of the
cave. You'll bump into a chest. "open the chest" (BOOM!) and take
the 6 golds and 10 silvers left behind (5).
Now, return to the cave with the bear and "unlock manacle". The bear
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll
act all snooty, and teleport back to the castle with his amulet.
Go to the castle. Karl will let you in. Walk up to the keep and
they'll let you in (10). The Baron will thank you himself for helping
his son. Ask him (3) about himself, his family, the brigands (leader
and warlock), and the prophecy. Leave and he'll ask you to stay the
night and will give you the 50 gold reward.
Bring the Child from the Band:
Now it's time to take care of the Brigands. But how? Well, you could
go to the Ambush down south, jump over the log, and fight your way in,
but you won't get full credit...
Instead, go to town. Go to the Dry Goods and buy the Chainmail Armor
with your reward (3). Go to the Tavern and you'll find a note under
the stool (2, if you didn't get the first one). Archery range at noon,
eh? Wait until the time says "midday" and head towards the Archery
Range from the side. You'll see Bruno and Brutus (a brigand) discussing
matters. You'll learn about a secret entrance to the Fortress and the
"secret word" (Hiden Goseke). Bruno will take off (12). Now, you need
to get the key to that secret door. If you have daggers, you can
throw them at him to kill him, or you can go south and go back north
right away (before Bruno spots you down there). Once you get back
north, you'll fight him. Once he's dead, search him to get the key.
Leave the area and go south to where "the bouncer" hops around. This
is the Antwerp. You can run around him so he doesn't bop you. Once
you get to the door, unlock it with the key, open it (10), and say
"Hiden Goseke" (5). This will cause Fred the Troll to retreat to the
back of the cave.
Enter the cave (2). The passage leads down to the bottom of the screen,
but there's a side passage off to the left. This leads to Fred's
treasure hoard. If you go for the hoard, though, you'll have to fight
him, and he's REALLY tough. A lot tougher than your average Troll. If
you beat him, take his beard, and search the pile. You'll find 30
silvers and 5 gold. (You don't get points for beating Fred or finding
the hoard.) Leave the cave by the southeast exit.
You'll come upon the Fortress Gate now. You'll see a minotaur, Toro,
guarding the area. What, do I have to spell it out for you? Get out
there and kick his butt! (Make sure you're healed first) You won't
kill him, but he will pass out from blood loss (5). Search him for
50 silvers. Bash the gate open with your incredible strength and you'll
enter the fortress. (8)
Now, you'll be in the courtyard of the fortress. Directly in front of
you will be two blockades, and a rug in between them. You can also go
to the left or the right of the blockades. Don't step on the rug, or
go to the right (without, at least, noticing the tripline stretched
there and "step over rope"). Go to the left to be safe. Now, you're
in front of a pit. There are two bridges. One has a sign that says
"Cross Here". Cross on the bridge on the right (the one with the sign).
Now, take a close look at the last area. Note the grayish-black line.
That's a tripline. "step over rope" and you'll automatically enter
the next room. (8)
Now, you're in the fortress' main hall/mess hall. Things will move
really fast in here, so read carefully. Do anything wrong, and you
pretty much die, so save as you enter here. Just as soon as you enter
the room, "close door". Walk up to the door on the upper right and
the chair near it. A few brigands will walk up behind you, note
the closed door and leave. As soon as the brigands start to leave, not
before they leave, "move chair". Walk towards the nearby candelabra.
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter
the room and walk towards you from behind the table. As soon as the
first one walks behind the table, "move candelabra". Oh, a wise guy,
eh? Now, walk in front of the table, quickly, and after the last one
has passed the chair on the left, "jump on table". The rest will soon
be history. Walk through the far door. (8)
This is an interesting room. Here's the top-view layout:
7 5
6| ME |
} } |2
4 +---+---+
} |3
1----+-+-}
|
+----+
|
E
You'll enter at point E. Note that any "}" in the area is a trap door.
If you walk over a trap door, or off any platform, you'll tumble out
door 5 and keep rolling. To stop, type "stop", and you'll skid to a
stop.
First things first. Talk to ME. This is the Brigand Warlock. If
you've been paying attention at all, you'd guess that this is Yorick,
the Jester. Ask him (2) about Elsa or Yorick (8), and he'll take off
to ready the secret passage. Of course, if you don't bother to talk
to him, he'll interfere with the process, tossing books, apple cores,
etc. at you. Best to let him go now...
Anyway, walk over to door 1 and you'll come out the doggie door at 2.
Enter door 3 and you'll come up at door 4 which is above the floor.
Pull the chain and you'll open 5. Head back and go through 5. You'll
come out at 6. Open door 7 and get out of the way before it flattens
you. Now, walk through door 7 and into the final room. (12)
Finally, you reach the Brigand Leader's room. She'll hop over her desk
to challenge you. If you've figured anything out at all in this game,
you'll know to throw the Dispel Potion at her. Will our mystery
guest enter and sign in please! It's Elsa von Spielburg! (35)
Elsa and Yorick will take off and you'll be left in the room. The
brigands are trying to bash the door down. Quick, grab the two Healing
Potions and the Magic Mirror. MAKE SURE YOU GRAB THE MIRROR! (10)
Now, leave the room by the passage Yorick used.
Drive the Curser from the Land:
It's time to settle the score with Baba Yaga. You'll come out at the
Antwerp's spot. Head up to Baba Yaga's hut. Bonehead will let you in.
Make the hut sit and head on in. "hold mirror" and move over to the
other side. Baba Yaga will attempt to turn you into a frog again.
Heh heh... (50)
Anyway, she'll take off and you'll automatically head to Castle
Spielburg for your reward ceremony. (25)
Congratulations! You've proven yourself a hero! If you've done
everything, you should have 500 points! Now, it's off to Shapeir in
Quest for Glory II.
***********************************************************************
6. Magic User Walkthrough
Points added will be shown in parentheses...
As a Magic User, you'll be hitting the magic a lot, so be sure to
practice all your spells, particularly Flame Dart, as it's your main
combat spell. Your most important stats are Intelligence and Magic,
but don't forget to beef your Vitality, Agility, and Strength, so you'll
survive any chance encounters.
You'll start with a Dagger, Leather Armor, five Rations, four gold,
ten silver, and the Zap Spell.
Town of Spielburg:
You'll stroll into town (1), take a short look around, and the sheriff
will greet you. Question him for a bit (1). First good place to head
is to the Hero's Tale Inn. You can question Shameen there (1). Have a
sit down and Shema will show up. You can ask her a few things. Order
some food (1). Be sure to ask one or both of them about Abdulla, to
know that he'll show up later that night.
Leave the Inn and head west to the end of Main Street. Enter the Magic
Shop (y'know, the place with the big eye above it). Meet and question
Zara (1). You won't be able to afford Flame Dart yet, but you can buy
Fetch or Open right now, and I suggest you buy one of them. Anyway,
for full points, you'll have to buy all three spells. (2, 2, 2)
Head to the Guild at the end of the screen. Enter and read the
Adventurer's Logbook (4). Sign it, too (1). Take a look at the Quest
Board, too (6). Wake up the Guildmaster, Wolfgang. Question him about
heroes, monsters, and the stuff on the Quest Board (1). Question him
about the "curse", too, and related topics...
Once you've finished with that, leave and go the other way on Main
Street. You'll eventually reach Market Street. Speak to Hilde the
Centaur (1). If you wish, you can buy 50 apples (3). At five silvers
total, you should easily be able to afford it, but it could weigh you
down considerably. Also, head into the Dry Goods Store and speak to
Kaspar the proprietor (1). Buy some food if you wish.
Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.
Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...
That's about all there is to do inside town. It's probably not Sunset
yet, so you can go outside for a bit. When Sunset rolls around, go to
the inn, where you'll find Abdulla Doo lost in his own sorrows. Have a
seat. You can order some food now if you haven't already. Have a chat
with Abdulla (5). Ask him about the brigands and his attack. Give him
some money or a ration (2). He'll tell you about his magic carpet and
Shapeir, giving you some foreshadowing of your next quest. Might want
to deal with this one first. Anyway, you probably should sleep at the
Inn tonight (1).
The next morning, head out to start your adventure proper.
Outside the Town:
You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.
First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).
Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2).
Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. If you have the Fetch Spell, you
can go right ahead and snag it. You'll find the ring inside. Go back
inside and give the ring to her. She'll give you six golds and two
Healing Potions for your reward (10). You can use it for some new
spells from Zara.
Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).
Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Type "open gate", and if you've got his attention,
he'll open it for you. Enter the Castle (1).
Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. Unfortunately, you can't fight him,
since you're not a fighter...
Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.
That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.
Spielburg Forest:
If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.
You probably won't be able to fight just anything right off the bat.
No more than a goblin or two per day...
Check the Monsters section for how and when to fight all the monsters.
Also, remember to get Claws from the Cheetaur, and the beard from a
Troll. Give them both to the Healer (2, 2). Yeah, even though you
don't get points for killing, you still have to fight the Cheetaur and
Troll for the components.
Now's a good time to check the map. Head up to Erana's Peace. This is
the best place to sleep, as it will fully restore you. Also, you can
chow on the fruit trees (2) once a day to fully satisfy you and save on
rations. As a Magic User, you should sleep here at least once (5).
Also, read the runes on the stone. Open it, eh? If you have the Open
Spell, cast it, and grab the Calm Spell inside (4). Hmm... Looks like
this isn't the final resting place of Erana. Grab a bunch of flowers
while you're here. You can give them to the Healer (1).
Check the map and head towards the Mushroom Ring. Grab some Magic
Mushrooms to give to the Healer (1).
Other Points of Interest:
Head to the Snow Field. You'll find Brauggi here. He'll want a
bargain of fruit. If you hadn't done it yet, buy fifty apples from
Hilde in town. Give them to him, and you'll get the Glowing Gem (8).
Neato.
Head to Spiegelsee in the south end. Pause for some peaceful
reflection (1).
Head off to the Meep's Peep in the west. Talk to the Meeps, and the
green one will jump out and talk to you. Ask him (1) about meeps and
anything. Ask him about magic and he'll give you the Detect Spell. (4)
Go to Flying Falls. You'll see a door on the cliffside. Cast Detect
and the ladder to the door will appear. Climb up it. Knock on the
door (1). Make sure you step to the right of the door so it doesn't
knock you off the cliff. You'll walk inside (5). Have a seat and chat
it up with Henry (2). Ask him about the cave, magic, the brigands, and
all related topics he brings up. When you ask about magic, be sure to
ask about Trigger. He'll give you the Trigger Spell. (4)
Go to Mount Zauberburg. Read the cute magic signs, then climb the
mountain. Once you reach the house, the Gargoyle above the house will
ask you three questions. Make sure you answer them correctly. Here's
the list of possible questions:
Name: (Your name, type it correctly, capitalization isn't necessary)
Quest: "Hero" or "Glory"
Fave Color: "Purple" (like the house)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)
Anyway, once inside (3), try not to fiddle with things. Look all you
want, just don't touch. Head up to the tower. Have a seat and you'll
talk to Erasmus and Fenrus.
He'll recognize you as a practitioner of magic and will want to play
Mage's Maze with you. You need Open, Fetch, Trigger, and Flame Dart to
play. If you have all those spells, agree to play (5):
So, you've got the playing field. You start at the upper left with the
white bug and Erasmus' is the purple bug in the upper right. The bugs
are self-willed, and there's not much you can do to get them moving in
the direction you want to. Just hope you get to the exit in the bottom
right.
Use Fetch to move ladders and bridges around. Click on the Fetch button
and drag the thing you want to move to the spot you want.
Use Open to move boulders. Click the button, then click the boulder to
move it to a random location.
Use Flame Dart to create a miniature flame ball that attracts the
creatures, or something...
Use Trigger to change the size of your bug. You'll go from small to
medium to large and back to small again. Small creatures can pass
through the small holes, and they move the fastest. Medium creatures
can climb ladders and eat small creatures, but they move slower. Large
creatures move the slowest, but they eat medium creatures, but not
small creatures. Like-sized creatures are generally attracted to each
other.
So, do your best to get your bug there before Erasmus, and he'll teach
you the Dazzle Spell. (12)
Once you've done playing, ask them (1) about all the spellcasters in
the valley. Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry,
and anything magic you might want to know about. Also, ask him about
curse and countercurse. "Stand" once you're done and he'll send you to
the bottom of the mountain.
At some point in your adventure, preferably after you built up your
skills a bit, and have a decent cash flow, go to the Healer and
purchase Undead Unguent for 100 silvers. Head to Baba Yaga's Hut on
the map. Bonehead (the skull at the gates) will turn you away, unless
you agree to deal with him. "ask about deal" then say "yes" (2). He'll
want a glowing gem for his eyes. Also, ask him about the hut and the
rhyme (Hut of brown, now sit down). If you have the Glowing Gem from
the Snow Field, give it to Bonehead, and he'll lower the gate (10).
Say the rhyme and the house will squat (7). Head on in (2). Baba
Yaga doesn't take too kindly to visitors, as you'll soon see. When
she asks you your name, tell her, then agree to help, and agree to the
task she gives you, and she'll turn you loose. Your mission now is to
go to the graveyard and get some Mandrake, and you have to pull it at
midnight (when it says "Middle of the Night" on the time thing).
Fight a bit and rest until it says "You are getting tired." At that
time, use the Undead Unguent (2) and head to the graveyard. You'll see
the ghosts playin' around. Walk over to the little red plant growing
out the grave and take it (6). Once you snag it, run on back to Baba
Yaga's and she'll take it from you (3), and you'll be off the hook.
Comes a Hero from the East:
Now that you've messed around a bit, it's time to do what you came here
to do. To start that, head to the Dryad's Tree in the southwest corner
of the forest. You'll follow a white stag in there. Once you enter
the area with a tree, the Dryad will pop out of her tree and ask if
you're a friend of the forest. Say "yes" (1) and she'll ask you to
get a seed from the Spore Spitting Spirea in the north.
Find the Spore Spitting Spirea area on the map (SSS). Once you get
there, cast a Fetch Spell, and you should snag the seed they're tossing
around. Pick it up (7) and head back to the Dryad's Tree. Say "yes"
and you'll give her the seed (7). She'll give you the recipe for a
Dispel Potion:
Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water
Once she returns to her tree, she'll drop a Magic Acorn from her
branches. Grab it (1).
Odds are you'll already have the Flowers turned in.
Green Fur: Head towards the Meep's Peep. Ask about green fur, and
he'll give you some (5).
Flying Water: If you have an Empty Flask, go to Flying Falls. Get some
water from the falls (3).
Fairy Dust: Wait until night and go to the Mushroom Ring. You'll see
the cute little fairies dancing around. They'll tell you to dance. So
"dance" (3). After you finish, ask them (1) about things (fairies,
dryad, dust). Once you ask them about dust, they'll give you some (8).
Now that you have all five ingredients, go to the Healer's Hut. Give
her the Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and
the Flowers if you haven't already (1, if you haven't already). She'll
get to work on the Potion. Leave and come back, and she'll give it
to you (7).
Free the Man from in the Beast:
Okay, you should be all set to tackle some real quests, now. You'll
probably want your important skills at about 60 (Intelligence, Magic,
and the skill in Flame Dart) or more.
You'll probably want some Healing, Vigor, and Magic Power Potions for
this. Head to the Cave (C on the map) and you'll find an Ogre. Kick
his butt if you want. Once he's dead, cast Open, and if your skill is
high enough, you'll open it and get 1 gold and 43 silvers. If you don't
want to, just cast Calm and run past him.
Heal up, and enter the cave. You'll notice that rather nasty-looking
bear chained to the floor by a manacle. Don't fight him. Give him a
ration instead (or an apple or vegetable) (5) and you'll be able to
walk past him. You can even Calm it if you want.
Enter this new section of the cave (2) and you'll see a Kobold sitting
with a key around his neck. This is your first real magical duel,
although it's more brute force than anything. Cast a bunch of Flame
Darts at him to kill him. He'll counter with Force Bolt and Reversal
(new spells you'll learn in the next game). Keep pounding, taking
potions as necessary, and he'll sink into the ground, dead (10). Pick
up the key he leaves behind (7). Cast Detect and you'll find a chest
near the bottom of the cave. Cast Trigger or Open a safe distance
away (BOOM!) and take the 6 golds and 10 silvers left behind (5).
Now, return to the cave with the bear and "unlock manacle". The bear
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll
act all snooty, and teleport back to the castle with his amulet.
Go to the castle. Karl will let you in. Walk up to the keep and
they'll let you in (10). The Baron will thank you himself for helping
his son. Ask him (3) about himself, his family, the brigands (leader
and warlock), and the prophecy. Leave and he'll ask you to stay the
night and will give you the 50 gold reward.
Bring the Child from the Band:
Now it's time to take care of the Brigands. But how? Well, you could
go to the Ambush down south, jump over the log, and fight your way in,
but you won't get full credit, and you'll get hurt a lot...
Instead, go to town. Go to the Tavern and you'll find a note under
the stool (2, if you didn't get the first one). Archery range at noon,
eh? Wait until the time says "midday" and head towards the Archery
Range from the side. You'll see Bruno and Brutus (a brigand) discussing
matters. You'll learn about a secret entrance to the Fortress and the
"secret word" (Hiden Goseke). Bruno will take off (12). Now, you need
to get the key to that secret door. Cast a bunch of Flame Darts at him
to kill him, or you can go south and go back north right away (before
Bruno spots you down there). Once you get back north, you'll fight
him. Once he's dead, search him to get the key. Leave the area and go
south to where "the bouncer" hops around. This is the Antwerp. You
can run around him so he doesn't bop you. Once you get to the door,
unlock it with the key, open it (10), and say "Hiden Goseke" (5). This
will cause Fred the Troll to retreat to the back of the cave.
Enter the cave (2). The passage leads down to the bottom of the screen,
but there's a side passage off to the left. This leads to Fred's
treasure hoard. If you go for the hoard, though, you'll have to fight
him, and he's REALLY tough. A lot tougher than your average Troll. If
you beat him, take his beard, and search the pile. You'll find 30
silvers and 5 gold. (You don't get points for beating Fred or finding
the hoard.) Leave the cave by the southeast exit.
You'll come upon the Fortress Gate now. You'll see a minotaur, Toro,
guarding the area. Cast Calm to put him to sleep. Now, walk out and
cast Open on the door and you'll enter the fortress. (8)
Now, you'll be in the courtyard of the fortress. Directly in front of
you will be two blockades, and a rug in between them. You can also go
to the left or the right of the blockades. Don't step on the rug, or
go to the right (without, at least, noticing the tripline stretched
there and "step over rope"). Go to the left to be safe. Now, you're
in front of a pit. There are two bridges. One has a sign that says
"Cross Here". Cross on the bridge on the right (the one with the sign).
Now, take a close look at the last area. Note the grayish-black line.
That's a tripline. "step over rope" and you'll automatically enter
the next room. (8)
Now, you're in the fortress' main hall/mess hall. Things will move
really fast in here, so read carefully. Do anything wrong, and you
pretty much die, so save as you enter here. Just as soon as you enter
the room, "close door". Walk up to the door on the upper right and
the chair near it. A few brigands will walk up behind you, note
the closed door and leave. As soon as the brigands start to leave, not
before they leave, "move chair". Walk towards the nearby candelabra.
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter
the room and walk towards you from behind the table. As soon as the
first one walks behind the table, "move candelabra". Oh, a wise guy,
eh? Now, walk in front of the table, quickly, and after the last one
has passed the chair on the left, "jump on table". The rest will soon
be history. Walk through the far door. (8)
This is an interesting room. Here's the top-view layout:
7 5
6| ME |
} } |2
4 +---+---+
} |3
1----+-+-}
|
+----+
|
E
You'll enter at point E. Note that any "}" in the area is a trap door.
If you walk over a trap door, or off any platform, you'll tumble out
door 5 and keep rolling. To stop, type "stop", and you'll skid to a
stop.
First things first. Talk to ME. This is the Brigand Warlock. If
you've been paying attention at all, you'd guess that this is Yorick,
the Jester. Ask him (2) about Elsa or Yorick (8), and he'll take off
to ready the secret passage. Of course, if you don't bother to talk
to him, he'll interfere with the process, tossing books, apple cores,
etc. at you. Best to let him go now...
Anyway, walk over to door 1 and you'll come out the doggie door at 2.
Enter door 3 and you'll come up at door 4 which is above the floor.
Pull the chain and you'll open 5. Head back and go through 5. You'll
come out at 6. Open door 7 and get out of the way before it flattens
you. Now, walk through door 7 and into the final room. (12)
Finally, you reach the Brigand Leader's room. She'll hop over her desk
to challenge you. If you've figured anything out at all in this game,
you'll know to throw the Dispel Potion at her. Will our mystery
guest enter and sign in please! It's Elsa von Spielburg! (35)
Elsa and Yorick will take off and you'll be left in the room. The
brigands are trying to bash the door down. Quick, grab the two Healing
Potions and the Magic Mirror. MAKE SURE YOU GRAB THE MIRROR! (10)
Now, leave the room by the passage Yorick used.
Drive the Curser from the Land:
It's time to settle the score with Baba Yaga. You'll come out at the
Antwerp's spot. Head up to Baba Yaga's hut. Bonehead will let you in.
Make the hut sit and head on in. "hold mirror" and move over to the
other side. Baba Yaga will attempt to turn you into a frog again.
Heh heh... (50)
Anyway, she'll take off and you'll automatically head to Castle
Spielburg for your reward ceremony. (25)
Congratulations! You've proven yourself a hero! If you've done
everything, you should have 500 points! Now, it's off to Shapeir in
Quest for Glory II.
***********************************************************************
7. Thief Walkthrough
Points added will be shown in parentheses...
As a Thief, you'll be having a lot of fun robbing the people you're
trying to help. To this end, build up your Agility, Vitality, and all
your cute little Thief skills as much as possible. Especially Sneak
everywhere. Good sneaking skills can avoid fights, and prevent you
from getting caught at inopportune times.
You'll start with a dagger, a Lock Pick, Leather Armor, five Rations,
four gold, and 10 silver.
Town of Spielburg:
You'll stroll into town (1), take a short look around, and the sheriff
will greet you. Question him for a bit (1). First good place to head
is to the Hero's Tale Inn. You can question Shameen there (1). Have a
sit down and Shema will show up. You can ask her a few things. Order
some food (1). Be sure to ask one or both of them about Abdulla, to
know that he'll show up later that night.
Leave the Inn and head west to the end of Main Street. Enter the Magic
Shop (y'know, the place with the big eye above it). Meet and question
Zara (1). This is probably the only time you'll see Zara, since you're
not a practitioner. Leave the Magic Shop.
Head to the Guild at the end of the screen. Enter and read the
Adventurer's Logbook (4). Sign it, too (1). Take a look at the Quest
Board, too (6). Wake up the Guildmaster, Wolfgang. Question him about
heroes, monsters, and the stuff on the Quest Board (1). Question him
about the "curse", too, and related topics...
Once you've finished with that, leave and go the other way on Main
Street. You'll eventually reach Market Street. Speak to Hilde the
Centaur (1). If you wish, you can buy 50 apples (3). At five silvers
total, you should easily be able to afford it, but it could weigh you
down considerably. Also, head into the Dry Goods Store and speak to
Kaspar the proprietor (1). Buy some food if you wish. Once you have
enough money, you might want to buy some more daggers. I suggest having
at least five.
Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.
Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...
That's about all there is to do inside town during the daytime. It's
probably not Sunset yet, so you can go outside for a bit. When Sunset
rolls around, go to the inn, where you'll find Abdulla Doo lost in his
own sorrows. Have a seat. You can order some food now if you haven't
already. Have a chat with Abdulla (5). Ask him about the brigands and
his attack. Give him some money or a ration (2). He'll tell you about
his magic carpet and Shapeir, giving you some foreshadowing of your
next quest. Might want to deal with this one first. Anyway, you
probably should sleep at the Inn tonight (1).
Of course, I said that's all there was to do at the daytime. After
hours, of course, is a different story altogether, particularly for
one of your talents.
The very first thing you'll want to do is wait until dark, and go into
the alley at night. You'll notice a flashing coin at the end. Head
towards it, and Sneak and Slink will jump out at you. "make thief sign"
and he'll tell you to give the password to Crusher in the Tavern (3).
Go into the Tavern and type the password given to you and he'll let you
into the Thieves' Guild. (5) Hooray... ^_^
Inside the Guild, the Chief will rant a bit about amateurs, and he'll
tell you it'll cost 25 silvers to work in the town. You should have
the cash, so cough it up, and you'll get your Thieves' Guild License,
Local 1313. (3)
Now, you'll want to build up your Lockpicking skill considerably before
you try to rob any houses. You have two potential marks: The Little
Old Lady's house and the Sheriff's house. Both have their elements of
danger, so save often.
Little Old Lady's House:
Definitely the easier of the two. Pick the lock on the door (5) and
you'll enter a musty, smelly old house. You'll note the cat wandering
around. Search the desk at the left wall (1), search the couch (1),
open the purse on the couch (1), check the basket for the string of
pearls (1), and take the silver candlesticks (1) on the coffee table.
Also, feed or pet the kitty (3). Whatever you do, don't act aggressive
towards the cat, or go upstairs. You can, however, play with the cage
for a little giggle.
Sheriff's House:
More risk involved here. Pick the lock on the door (5) and you'll
enter a relatively well-kept place. Take the candelabra off the roll-
top desk (1). Take the silver in the desk. You can open the music box
on the table for another chuckle. Take it afterwards (1). Note the
vase on the mantle. You need to take or move the vase to get behind
the painting, otherwise you'll break it, and that would make lots of
unwanted noise. Take the vase (1), and move the painting (1). Open
the safe (1), and take the bag of silver inside (1).
That's about all the true thievery you can do. All the rest of it
is more quest-related.
Go back to the Thieves' Guild. Fence any stolen goods you have to
Boris (3). If you have enough, be sure to buy a Thieves' Tool Kit (3).
Also, you can play Dag-Nab-It with the Chief for some extra cash.
The rules to Dag-Nab-It are simple. Score more than the Chief by
throwing well. Adjust your angle with the left and right arrow keys and
adjust your force with the up and down arrow keys. Press Enter to
throw. Wager however much you want. Wager at least one game at more
than 25 silvers and win (5).
The next morning, head out to start your adventure proper.
Outside the Town:
You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.
First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).
Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2). You can
also use the Thief Sign on him and he'll give you REAL scoop on the
Guild.
Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. "Climb tree" and you'll shimmy
up the bark if your skill is high enough. If it isn't, just keep trying
and it'll get there. Once you are up high enough, "get nest". You'll
find the ring (that was easy) (3). Go back inside and give the ring to
her. She'll give you six golds and two Healing Potions for your
reward (10).
Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).
Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Type "open gate", and if you've got his attention,
he'll open it for you. Enter the Castle (1).
Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. Unfortunately, you can't fight him,
since you're not a fighter...
Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.
That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.
Spielburg Forest:
If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.
You probably won't be able to fight just anything right off the bat.
No more than a goblin or two per day...
Check the Monsters section for how and when to fight all the monsters.
Also, remember to get Claws from the Cheetaur, and the beard from a
Troll. Give them both to the Healer (2, 2). Yeah, even though you
don't get points for killing, you still have to fight the Cheetaur and
Troll for the components.
Now's a good time to check the map. Head up to Erana's Peace. This is
the best place to sleep, as it will fully restore you. Also, you can
chow on the fruit trees (2) once a day to fully satisfy you and save on
rations. Grab a bunch of flowers while you're here. You can give them
to the Healer (1).
Check the map and head towards the Mushroom Ring. Grab some Magic
Mushrooms to give to the Healer (1).
Other Points of Interest:
Head to the Snow Field. You'll find Brauggi here. He'll want a
bargain of fruit. If you hadn't done it yet, buy fifty apples from
Hilde in town. Give them to him, and you'll get the Glowing Gem (8).
Neato.
Head to Spiegelsee in the south end. Pause for some peaceful
reflection (1).
Go to Flying Falls. You'll see a door on the cliffside. Try to climb
up the wall. Once you're high enough in Climbing skill, you'll shimmy
right up. Knock on the door (1). Make sure you step to the right of
the door so it doesn't knock you off the cliff. You'll walk inside (5).
Have a seat and chat it up with Henry (2). Ask him about the cave,
magic, the brigands, and all related topics he brings up.
Go to Mount Zauberburg. Read the cute magic signs, then climb the
mountain. Once you reach the house, the Gargoyle above the house will
ask you three questions. Make sure you answer them correctly. Here's
the list of possible questions:
Name: (Your name, type it correctly, capitalization isn't necessary)
Quest: "Hero" or "Glory"
Fave Color: "Purple" (like the house)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)
Anyway, once inside (3), try not to fiddle with things. Look all you
want, just don't touch. Head up to the tower. Have a seat and you'll
talk to Erasmus and Fenrus. Ask them (1) about all the spellcasters in
the valley. Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry,
and anything magic you might want to know about. Also, ask him about
curse and countercurse. "Stand" once you're done and he'll send you to
the bottom of the mountain.
At some point in your adventure, preferably after you built up your
skills a bit, and have a decent cash flow, go to the Healer and
purchase Undead Unguent for 100 silvers. Head to Baba Yaga's Hut on
the map. Bonehead (the skull at the gates) will turn you away, unless
you agree to deal with him. "ask about deal" then say "yes" (2). He'll
want a glowing gem for his eyes. Also, ask him about the hut and the
rhyme (Hut of brown, now sit down). If you have the Glowing Gem from
the Snow Field, give it to Bonehead, and he'll lower the gate (10).
Say the rhyme and the house will squat (7). Head on in (2). Baba
Yaga doesn't take too kindly to visitors, as you'll soon see. When
she asks you your name, tell her, then agree to help, and agree to the
task she gives you, and she'll turn you loose. Your mission now is to
go to the graveyard and get some Mandrake, and you have to pull it at
midnight (when it says "Middle of the Night" on the time thing).
Fight a bit and rest until it says "You are getting tired." At that
time, use the Undead Unguent (2) and head to the graveyard. You'll see
the ghosts playin' around. Walk over to the little red plant growing
out the grave and take it (6). Once you snag it, run on back to Baba
Yaga's and she'll take it from you (3), and you'll be off the hook.
Comes a Hero from the East:
Now that you've messed around a bit, it's time to do what you came here
to do. To start that, head to the Dryad's Tree in the southwest corner
of the forest. You'll follow a white stag in there. Once you enter
the area with a tree, the Dryad will pop out of her tree and ask if
you're a friend of the forest. Say "yes" (1) and she'll ask you to
get a seed from the Spore Spitting Spirea in the north.
Find the Spore Spitting Spirea area on the map (SSS). Once you get
there, climb up one of the cliff walls and "catch seed" Soon enough,
you'll have it (7). Head back to the Dryad's Tree. Say "yes" and
you'll give her the seed (7). She'll give you the recipe for a Dispel
Potion:
Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water
Once she returns to her tree, she'll drop a Magic Acorn from her
branches. Grab it (1).
Odds are you'll already have the Flowers turned in.
Green Fur: Head towards the Meep's Peep (MP on the map). Note the cute
little meeps popping out of their holes. "talk to meeps" when one's
popped up. The Green Meep will jump out and talk to you. Ask him
about meeps, rocks, and fur (1). Ask about green fur, and he'll give
you some (5).
Flying Water: If you have an Empty Flask, go to Flying Falls. Get some
water from the falls (3).
Fairy Dust: Wait until night and go to the Mushroom Ring. You'll see
the cute little fairies dancing around. They'll tell you to dance. So
"dance" (3). After you finish, ask them (1) about things (fairies,
dryad, dust). Once you ask them about dust, they'll give you some (8).
Now that you have all five ingredients, go to the Healer's Hut. Give
her the Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and
the Flowers if you haven't already (1, if you haven't already). She'll
get to work on the Potion. Leave and come back, and she'll give it
to you (7).
Free the Man from in the Beast:
Okay, you should be all set to tackle some real quests, now. You'll
probably want your important skills at about 60 (Agility, Vitality,
Weapon Use, Stealth, Lockpicking) or more.
You'll probably want some Healing and Vigor Potions for this. Head to
the Cave (C on the map) and you'll find an Ogre. Kick his butt if you
want to. You may be able to run past him if you're lucky. If you
decide to kill him, and you succeed, "pick lock" on his chest, and if
your Lockpicking skill is high enough, you'll spring it open and get 1
gold and 43 silvers.
Heal up, and enter the cave. You'll notice that rather nasty-looking
bear chained to the floor by a manacle. Don't fight him. Give him a
ration instead (or an apple or vegetable) (5) and you'll be able to
walk past him.
Enter this new section of the cave (2) and you'll see a Kobold sitting
with a key around his neck. Don't even bother messing with him. Just
sneak up and lift the key right off him (7). Walk towards the bottom of
the cave. You'll bump into a chest. "pick lock" on the chest and
pray your skill is high enough. Get it open and take the 6 golds and
10 silvers left behind (5).
Now, return to the cave with the bear and "unlock manacle". The bear
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll
act all snooty, and teleport back to the castle with his amulet.
Go to the castle. Karl will let you in. Walk up to the keep and
they'll let you in (10). The Baron will thank you himself for helping
his son. Ask him (3) about himself, his family, the brigands (leader
and warlock), and the prophecy. Leave and he'll ask you to stay the
night and will give you the 50 gold reward.
Bring the Child from the Band:
Now it's time to take care of the Brigands. But how? Well, you could
go to the Ambush down south, jump over the log, and fight your way in,
but you won't get full credit...
Instead, go to town. Go to the Tavern and you'll find a note under
the stool (2, if you didn't get the first one). Archery range at noon,
eh? Wait until the time says "midday" and head towards the Archery
Range from the side. You'll see Bruno and Brutus (a brigand) discussing
matters. You'll learn about a secret entrance to the Fortress and the
"secret word" (Hiden Goseke). Bruno will take off (12). Now, you need
to get the key to that secret door. If you have daggers, you can
throw them at him to kill him, or you can go south and go back north
right away (before Bruno spots you down there). Once you get back
north, you'll fight him. Once he's dead, search him to get the key.
Leave the area and go south to where "the bouncer" hops around. This
is the Antwerp. You can run around him so he doesn't bop you. Once
you get to the door, unlock it with the key, open it (10), and say
"Hiden Goseke" (5). This will cause Fred the Troll to retreat to the
back of the cave.
Enter the cave (2). The passage leads down to the bottom of the screen,
but there's a side passage off to the left. This leads to Fred's
treasure hoard. If you go for the hoard, though, you'll have to fight
him, and he's REALLY tough. A lot tougher than your average Troll. If
you beat him, take his beard, and search the pile. You'll find 30
silvers and 5 gold. (You don't get points for beating Fred or finding
the hoard.) Leave the cave by the southeast exit.
You'll come upon the Fortress Gate now. You'll see a minotaur, Toro,
guarding the area. Get sneaking and sneak past that bush. Toro doesn't
have good peripheral vision, so moving silently is good enough. Climb
over the gate and enter the fortress. (8)
Now, you'll be in the courtyard of the fortress. Directly in front of
you will be two blockades, and a rug in between them. You can also go
to the left or the right of the blockades. Don't step on the rug, or
go to the right (without, at least, noticing the tripline stretched
there and "step over rope"). Go to the left to be safe. Now, you're
in front of a pit. There are two bridges. One has a sign that says
"Cross Here". Cross on the bridge on the right (the one with the sign).
Now, take a close look at the last area. Note the grayish-black line.
That's a tripline. "step over rope" and you'll automatically enter
the next room. (8)
Now, you're in the fortress' main hall/mess hall. Things will move
really fast in here, so read carefully. Do anything wrong, and you
pretty much die, so save as you enter here. Just as soon as you enter
the room, "close door". Walk up to the door on the upper right and
the chair near it. A few brigands will walk up behind you, note
the closed door and leave. As soon as the brigands start to leave, not
before they leave, "move chair". Walk towards the nearby candelabra.
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter
the room and walk towards you from behind the table. As soon as the
first one walks behind the table, "move candelabra". Oh, a wise guy,
eh? Now, walk in front of the table, quickly, and after the last one
has passed the chair on the left, "jump on table". The rest will soon
be history. Walk through the far door. (8)
This is an interesting room. Here's the top-view layout:
7 5
6| ME |
} } |2
4 +---+---+
} |3
1----+-+-}
|
+----+
|
E
You'll enter at point E. Note that any "}" in the area is a trap door.
If you walk over a trap door, or off any platform, you'll tumble out
door 5 and keep rolling. To stop, type "stop", and you'll skid to a
stop.
First things first. Talk to ME. This is the Brigand Warlock. If
you've been paying attention at all, you'd guess that this is Yorick,
the Jester. Ask him (2) about Elsa or Yorick (8), and he'll take off
to ready the secret passage. Of course, if you don't bother to talk
to him, he'll interfere with the process, tossing books, apple cores,
etc. at you. Best to let him go now...
Anyway, walk over to door 1 and you'll come out the doggie door at 2.
Enter door 3 and you'll come up at door 4 which is above the floor.
Pull the chain and you'll open 5. Head back and go through 5. You'll
come out at 6. Open door 7 and get out of the way before it flattens
you. Now, walk through door 7 and into the final room. (12)
Finally, you reach the Brigand Leader's room. She'll hop over her desk
to challenge you. If you've figured anything out at all in this game,
you'll know to throw the Dispel Potion at her. Will our mystery
guest enter and sign in please! It's Elsa von Spielburg! (35)
Elsa and Yorick will take off and you'll be left in the room. The
brigands are trying to bash the door down. Quick, grab the two Healing
Potions and the Magic Mirror. MAKE SURE YOU GRAB THE MIRROR! (10)
Now, leave the room by the passage Yorick used.
Drive the Curser from the Land:
It's time to settle the score with Baba Yaga. You'll come out at the
Antwerp's spot. Head up to Baba Yaga's hut. Bonehead will let you in.
Make the hut sit and head on in. "hold mirror" and move over to the
other side. Baba Yaga will attempt to turn you into a frog again.
Heh heh... (50)
Anyway, she'll take off and you'll automatically head to Castle
Spielburg for your reward ceremony. (25)
Congratulations! You've proven yourself a hero! If you've done
everything, you should have 500 points! Now, it's off to Shapeir in
Quest for Glory II.
***********************************************************************
8. The Whole Story and Epilogue
Ten years ago, Baba Yaga entered Spielburg Valley. Stefan von
Spielburg, realizing the threat she stood, ordered her to leave. She
responded by cursing the graveyard, so that the dead walk at night.
Afterwards, the Baron sent his contingent of guards to eliminate her, or
at least force her to leave. It would not be nearly as simple as
that. She then cursed the Baron himself, declaring that he would lose
all he treasures. His guard force was severly weakened from the
attack.
Soon afterwards, a great flying beast (most probably the hut itself)
swooped over the castle wall and stole away the eight year old Elsa
von Spielburg. Baba Yaga enchanted Elsa to forget her name and to
believe she was a brigand's child. She gave her to the brigands, who
raised her as one of their own.
Two years afterwards, Yorick, the Jester, who swore he'd never give up
looking for her, found her in her state. He posed as the Warlock for
the Brigands, with his knowledge of sleight of hand.
Over the next six years, Elsa would distinguish herself from the rest
of the brigands with her skill in swordsmanship and thievery. At the
end of those six years, she took over the band as their leader. For
the next two years, the brigands would become a very formidable force,
and would often rob travellers.
Also, five years ago, the Baronet, Barnard von Spielburg, went hunting
one day. He found the Kobold Cave. The Kobold ordered him to leave,
but he refused, and so the Kobold changed him into a bear.
So, at present day, the valley is in a sorry state. Perfect time for
a hero to show up.
And so he does, and saves the valley as only a hero can.
Afterwards, the Hero joined Abdulla Doo and the Kattas and took flight
with Abdulla's carpet to Shapeir. Baba Yaga flew off towards the land
of Mordavia. The Hero hasn't seen the last of her. With the hero's
departure, someone needed to clean out the brigands, and Elsa took it
upon herself. She organized the guards and drove the band out of the
valley. For her actions, she was also given the title "Hero of
Spielburg".
Barnard didn't approve of his little sister's hero status. Their father
retired, and he assumed the Barony. Elsa, disgusted with her brother's
means of running the valley, left Spielburg, and she took Toro the
Minotaur with her. They'll show up later in the series.
Also, Bruno's plans of grabbing the brigand's treasure were ruined with
the hero's intervention. The Thieves' Guild was cleaned out, but he
managed to escape. He's since gone to ground, and is plotting his
revenge, not to mention looking for a new job...
***********************************************************************
9. Miscellany
---
A. FAQ
Q: How can I get this game?
A: It's tough to find nowadays. Usually you'll find it only as a part
of the Quest for Glory Anthology, which you can order from Sierra, or
you could get lucky and find it at your local game store...
Q: How do I enter the workshop next to the tavern?
A: You can't. The door's not even a sprite.
VGA FAQ:
Q: How do I make the Thief Sign to Sneak and Slink?
A: Click your lockpick on them.
Q: I can't beat the Weapon Master!
A: I know, honey. I know... Your computer's too fast...
Q: Erasmus won't stop telling jokes and drinking tea!
A: You have to sneak questions in between jokes...
Q: I can't get through the "Secret Entrance" in the Warlock's Room!
A: Turn your speed up all the way. You'll just barely make it.
Q: Where's Fred the Troll's hoard?
A: It was removed for the VGA version. No idea why...
Q: I'm on the table in the Fortress Main Hall, but they still
capture me!
A: Use the hand to grab the rope.
Just about all your other questions fit under the Walkthroughs...
---
B. Point List
All points are grouped in columns. The first column is for the Fighter,
the second for the Magic User, and the third for the Thief.
When the List says to "Question" someone, you need to ask them something
they will respond to. Nothing that they don't know the answer to.
The Town of Spielburg -
Main Street:
1 1 1 Enter the town
1 1 1 Question the Sheriff
Hero's Tale Inn:
1 1 1 Question Shameen
5 5 5 Question Abdulla Doo at night
2 2 2 Give money or food to Abdulla Doo
1 1 1 Eat food
1 1 1 Stay a night
Magic Shop:
1 1 1 Question Zara
2 Buy the Open spell
2 Buy the Fetch spell
2 Buy the Flame Dart spell
Adventurer's Guild:
4 4 4 Read the Adventurer's Log
1 1 1 Sign name in Logbook
1 1 1 Question Guildmaster
6 6 6 Read Quest Board
Little Old Lady's House:
5 Break into House
1 Get silver from the desk
1 Get silver from the couch
1 Get silver from the purse
1 Get String of Pearls
1 Get Silver Candlesticks
3 Pet or feed the cat
Farmer's Mart:
1 1 1 Question Hilde
3 3 3 Buy Apples
Dry Good Store:
1 1 1 Question Kaspar
3 Buy Chainmail Armor
Sheriff's House:
5 Break into Sheriff's House
1 Get silver from the desk
1 Get Music Box
1 Get Gold Candelabra
1 Get Alabaster Vase
1 Move painting
1 Open safe
1 Get silver from the safe
Alley:
1 1 1 Question Sam the beggar
1 1 1 Give money to Sam
3 Make the Thief Sign to Slink at night
Tavern:
2 2 2 Get secret note
-5 -5 -5 Get drunk and be thrown out of tavern
5 Enter Thieves' Guild
Thieves' Guild:
3 Join Thieves' Guild
3 Buy Tool Kit
3 Fence stolen goods
3 Play Dag-Nab-It
5 Win 25+ silver in a single game of Dag-Nab-It
Town Outskirts -
Main Road:
1 1 1 Leave town first time
2 2 2 Question Bruno
10 10 10 Free the Fox
Archery Range:
12 12 12 Spy on Bruno and Brutus
Cemetery:
2 2 2 Use Undead Unguent
6 6 6 Get Mandrake Root
Healer's Hut:
3 3 3 Get Healer's Ring
2 2 2 Question the Healer
10 10 10 Return Healer's Ring
1 1 1 Sell Magic Mushrooms
1 1 1 Sell Magic Flowers
2 2 2 Sell Cheetaur Claws
2 2 2 Sell Troll Beard
5 5 5 Give Magic Acorn
2 2 2 Give Flying Water
2 2 2 Give Green Fur
2 2 2 Give Fairy Dust
7 7 7 Get Dispel Potion
Spielburg Castle:
5 5 5 Question Karl the Gate Keeper
1 1 1 Enter the Castle
1 1 1 Question Weapon Master
3 Take fighting lessons
10 Defeat Weapon Master
5 5 5 Work in Stables
10 10 10 Visit the Baron (after saving Barnard)
3 3 3 Question the Baron
25 25 25 Attend Hero Ceremony (after storming Brigand Fortress)
Farm:
1 1 1 Question Heinrich
3 3 3 Ask Heinrich about Brigand Leader
Valley of Spielburg -
Forest:
1 Kill a Goblin
1 Kill a Purple Saurus
1 Kill a Brigand
2 Kill a Mantray
4 Kill a Saurus Rex
4 Kill a Cheetaur
4 Kill a Troll
Dryad Tree:
1 1 1 Agree to help the Dryad
7 7 7 Give Seed to Dryad
1 1 1 Get Magic Acorn
-5 -5 -5 Eat the Magic Acorn
Mushroom Ring:
3 3 3 Get Magic Mushrooms
1 1 1 Question Fairies at night
3 3 3 Dance by choice at night
8 8 8 Get Fairy Dust at night
Meep's Peep:
1 1 1 Question Green Meep
5 5 5 Get Green Fur
4 Learn Detect Magic spell
Baba Yaga's Hut:
2 2 2 Make deal with Bonehead
10 10 10 Give Glowing Gem to Bonehead
7 7 7 Make the hut sit down
2 2 2 Visit Baba Yaga
3 3 3 Give Baba Yaga the Mandrake root
50 50 50 Turn Baba Yaga into a frog (after getting Magic Mirror)
Spore Spitting Spirea:
8 8 8 Get Spirea Seed
Erana's Peace:
2 2 2 Eat magic fruit
5 Sleep in the meadow
4 Learn Calm spell
Cave:
2 Kill Ogre
5 5 5 Feed or Calm Bear
2 2 2 Enter Kobold's cave area
10 10 Kill Kobold
7 7 7 Get the magic Key
5 5 5 Get Kobold Treasure
25 25 25 Free the Bear
Mount Zauberburg:
3 3 3 Visit the Wizard Erasmus
1 1 1 Question Erasmus
5 Play Mage's Maze
12 Win at Mage's Maze
Snow Field:
8 8 8 Get Glowing Gem from Brauggi
Flying Falls Area:
1 1 1 Visit Spiegelsee
3 3 3 Get Flying Water
1 1 1 Knock on door
5 5 5 Visit Henry the Hermit
2 2 2 Question Henry
4 Learn Trigger spell
Secret Passage to the Brigand Fortress:
10 10 10 Open secret passage
5 5 5 Say the Password
2 2 2 Enter secret passage
Brigand Fortress:
5 Knock Out Minotaur
8 8 8 Enter Brigand Fortress
8 8 8 Enter Main Hall
8 8 8 Enter Warlock's Room
2 2 2 Question Brigand Warlock
8 8 8 Ask Warlock about Elsa or Yorick
12 12 12 Enter Leader's Room
35 35 35 Throw Dispel Potion on Brigand Leader
10 10 10 Get Magic Mirror
---
C. Ways to Die
Yes, my FAQ will be different, I said! Not only will I include all the
usual crud, I'll also add stuff that'll kill ya! Y'know, stuff that
you should probably avoid. Some are actually worth doing for laughs.
Yup. I've marked funny ones with an asterisk (*).
Anywhere:
Exhaust Yourself
Starve Yourself
Do something that hurts a little bit over and over again (like falling
off a ledge)
"Pick Nose" with a low Lockpicking skill *
Eat Magic Mushrooms more than once
Eat Kobold Mushrooms more than once
Repeatedly throw something at yourself (VGA Only)
In Town:
When mugged by the Thieves, either attack them, cast a spell, or walk
out on them
Drink Dragon's Breath *
Pick too many doors (Alert Sheriff)
Walk in front of thrown knife in Thieves' Guild
Attack anyone in the Thieves' Guild
Act aggressively towards the cat in the Little Old Lady's House *
Go upstairs in the Little Old Lady's House *
Enter any of the three bedroom doors in the Sheriff's House *
Don't move the vase before moving the painting in the Sheriff's House
Cast spells during a break-in
Town Outskirts:
Attack, cast a spell, or throw something at Bruno
Attack the Castle Keep Guards in the Castle
Enter the Graveyard at night without Undead Unguent
Fall down the hole in the Graveyard (EGA Only)
Spielburg Forest:
Lose a battle to a monster
Go into battle unarmed
Cast Calm at a monster once in battle
Attack Brauggi until you die
Cast a spell or throw something at Brauggi
Try to steal something from Henry the Hermit *
Attack the White Stag or the Spore Spitting Spirea, then visit the
Dryad
Walk in the center of the Mushroom Ring at night *
Attack the Antwerp, then get squashed on the next screen *
Get shot to pieces at the Brigand Ambush
Baba Yaga's Hut:
Say the rhyme while standing directly under the hut
Don't tell Baba Yaga your name
Don't agree to help
Don't agree to get Mandrake
Return without Mandrake
Make it to the next morning without getting Mandrake
After giving her the Mandrake, return anytime without the Magic Mirror
or not holding the mirror
Brigand Fortress:
Ring the bell *
Walk onto the Step Here Rug *
Get shot by arrows after alerting archers
Fall down chasm *
Walk onto the non-Cross Here Bridge *
Trip over wire and get squashed by the Antwerp *
Fortress Main Hall:
Don't close the door behind you
Move the chair while the brigands can still see you
Don't move the chair
Don't tip the candelabra *
Tip the candelabra too early *
Don't jump on the table *
Jump on the table too early *
Don't grab the rope (VGA Only)
Leader's Room:
Don't throw Dispel Potion
Take too much time leaving
---
D. Conversation Topics
Derived from the VGA version of the game, these are topics you can ask
certain people. If anyone can find any more "good" questions, let me
know.
Note that several different types of questions will get you the same
answer (for instance, asking Hilde about "carrot, potato, vegetable"
will all yield the same answer). I didn't include all possible topics,
but only all the different responses.
Also, I mostly copied what I saw in the VGA version. I did a bit of
checking up on whether they were responses in the EGA version, but I
may not have caught all of them.
Sheriff: Name, Otto, Hero, Mountain, Town, Monsters, Brigands,
Adventure, Baron, Magic, Inn, Guild, Wolfgang, Merchant, Treasure,
Danger, Prisoner
Shameen: Name, Shema, Abdulla, Room, Food, Town, Inn, Homeland, Katta,
Shapeir, Robbery, Brigands, Wealth, Caravan, Spielburg, Sheriff, Otto
Shema: Name, Shameen, Food, Drink, Merchant, Abdulla, Homeland, Katta,
Shapeir, Dance, Robbery
Abdulla Doo: Name, Shameen, Shema, Robbery, Shapeir, Katta, Brigands,
Guards, Warlock, Leader
Zara: Zara, Damiano, Magic, Erana, Baba Yaga, Erasmus, Spielburg, Town,
Valley, Aura, Familiar, Hut, Curse, Baron, Rhyme, Faery Folk, Power,
Potions, Healing Potion, Vigor Potion, Power Potion, Familiar, Wizard,
Flame Dart, Fetch, Open
Wolfgang: Name, Guild, Curse, Spielburg, Sheriff, Adventurers, Monsters,
Board, Trophies, Troll, Saurus, Cheetaur, Reward, Healer, Castle,
Antwerp, Moose, Dragon, Hans, Baron, Barnard, Elsa, Baba Yaga, Brigands,
Yorick, Hero, Thief, Ogre, Goon
Hilde: Name, Market, Vegetables, Brigands, Father, Date, Apples, Robbery
Kaspar: Name, Adventurers, Book, Equipment, Dagger, Chain Armor, Food,
Flask, Brigands, Hilde, Sheriff
Sam: Name, Begging, Brigands, Night, Cash, Work, Gaunt, Spell, Thieves
Bartender: Drinks, Ale, Troll's Sweat, Dragon's Breath, Crusher,
Thieves' Guild
Chief: Name, Boris, Crusher, Town, Guild, Tool Kit, Fence, Dagger,
Scab, Brigands, Spy, Game
Bruno: Name, Goblins, Castle, Baba Yaga, Rhyme, Thieves' Guild, Brigand
Fortress (All these topics cost money)
Healer: Name, Pet, Potions, Healing Potion, Vigor Potion, Magic Potion,
Undead Unguent, Magic, Stamina, Zombies, Floating Spirits, Fairies,
Ring, Components, Troll Beard, Cheetaur Claws, Flasks, Mandrake, Erana's
Peace, Castle, Baron, Barnard, Elsa, Mushrooms, Farmer, Leader,
Brigands
Heinrich: Name, Hilde, Farm, Vegetables, Fruit, Healer, Brigands,
Leader, Baron, Centaur
Karl: Name, Castle, Valley, Brigands, Reward, Job, Stable, Baron,
Guards, Curse, Baba Yaga, Hut, Baron, Baroness, Barnard, Elsa, Hero,
Yorick, Monsters, Graveyard, Protection, Leader, Warlock, Treasure
Keep Guards: Baron, Castle, Barnard, Elsa, Name, Barracks, Bald Spot,
Mustache
Stable Hand: Work, Horse, Magic, Monsters, Antwerp
Weapon Master: Name, Fighting, Castle, Barnard, Sword, Armor, Practice,
Skills, Brigands, Baron, Guards
Brauggi: Name, Home, Gem, Bargain, Fruit, Mead
Erasmus: Erasmus, Fenrus, Magic, Brigands, Zara, Baba Yaga, Erana,
Curse, Countercurse, Warlock, Wizard, Necromancer, Initiation, Open,
Trigger, Fetch, Dazzle, Mirror
Henry: Name, Hermit, Falls, Ladder, Magic, Brigands, Cribbage, Sleep,
Cave, Family, Erasmus, Spell, Trigger, Fenrus, Games, Warlock, Mirror
Green Meep: Meep, Rock, Hole, Fur, Green Fur, Magic
Fairies: Fairy, Dryad, Forest, Ring, Dance
Bonehead: Skull, Eyes, Deal, Gem, Hut, Baba Yaga, Rhyme
Baron: Name, Castle, Curse, Brigands, Baba Yaga, Elsa, Prophecy, Yorick,
Magic, Reward, Leader, Warlock, Barnard, Kobold, Cave, Bear
Brigand Warlock: Elsa, Yorick, Toro, Fortress, Baron, Warlock, Leader,
Room, Weapon Master, Dispel, Mirror
---
E. Debug Mode
Yes, there is a very easy way to cheat in this game.
The way to open the cheat mode is to type in "razzle dazzle root beer".
After which, you can use ALT commands to adjust the game in many
varied ways...
ALT+B will allow you to adjust the number of silvers you have in the
bankroll.
ALT+I will give you one of any item you want, as long as you know its
number:
1 = Silver Coin
2 = Gold Coin
3 = Food Ration
4 = Mandrake Root
5 = Brass Key
6 = Broadsword
7 = Dagger
8 = Leather Armor
9 = Shield
10 = Piece of Paper
11 = Small Apple
12 = Vegetable
13 = Glowing Gem
14 = Alabaster Vase
15 = Gold Candelabra
16 = Music Box
17 = Silver Candlestick
18 = String of Pearls
19 = Gold Ring
20 = Spirea Seed
21 = Small Rock
22 = Flower
23 = Lock Pick
24 = Thieves' Tool Kit
25 = Thieves' Guild License
26 = Empty Flask
27 = Handful of Green Fur
28 = Flask of Fairy Dust
29 = Flask of Water
30 = Mushroom
31 = Cheetaur Claw
32 = Troll Beard
33 = Chainmail Armor
34 = Healing Potion
35 = Potion of Magic Power
36 = Vigor Potion
37 = *blank*
38 = Dispel Potion
39 = Undead Unguent
40 = Magic Mirror
41 = Magic Acorn
ATL+K will allow you to adjust your skills. You'll be given a number
prompt to pick the skill, and another to pick its level:
0 = Strength
1 = Intelligence
2 = Agility
3 = Vitality
4 = Luck
5 = Weapon Use
6 = Parry
7 = Dodge
8 = Stealth
9 = Lockpicking
10 = Throwing
11 = Climbing
12 = Magic
13 = Health Points
14 = Stamina Points
15 = Mana Points
16 = Experience
17 = Skill in Open
18 = Skill in Detect Magic
19 = Skill in Trigger
20 = Skill in Dazzle
21 = Skill in Zap
22 = Skill in Calm
23 = Skill in Flame Dart
24 = Skill in Fetch
ALT+T will bring up a prompt that will teleport you to another location.
I don't know all the numbers, and have no desire to learn them. You're
on your own here. There's a good chance you'll get an OOPS error and
will be kicked...
ALT+E will bring up a little tech window about Ego's (you) status. Your
position, movement state, and other junk.
ALT+S will bring up windows about the sprites in the area.
ALT+P will alter the colors so that you can see what is in each level
of the foreground and background.
ALT+X will give your Hero 80 for every stat.
***********************************************************************
10. Standard Guide Stuff
---
A. Legal
This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not
take it in whole or in part and claim it as your own. You may not alter
it in any way, even if you ask me first, and that includes putting it
in HTML format. Please don?t post this on your site unless you have
express consent by me. I?ve put a lot of time into this. Give me some
credit...
Currently, the following sites have permission to post my FAQ:
www.gamefaqs.com
www.gamewinners.com
---
B. E-mail Guidelines
If you wish to e-mail me, be sure to follow these guidelines...
- Make ABSOLUTELY sure I haven't already answered your question in the
guide.
- Make sure it has something to do with Quest for Glory for God's
sake. I don't want spam, chain letters, offers for friendship.
Compliment me on the FAQ all you want, though...
- Make sure you say Quest for Glory at one point in your e-mail. I have
more than one FAQ, and asking a generic question such as "How do I
save?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile...
---
C. Credits
CJayC and Al Amaloo for having this on their sites.
Sierra, particularly Lori Ann and Corey Cole, for making such an
incredible series.
---
D. Version Updates
Version 1.0 - 7/7/01 - Well, there you have it. I don't really intend
to do another version, unless something really weird comes up.
---
E. The Final Word
So, there's the first game in this series. It's not the most cohesive
game, as there are many tasks that can be done in any order, but it's
very good for the first effort of the Coles.
Be sure to check out my other guides for the Quest for Glory games,
too! I love this series! Did I mention that?